Designing Virtual Reality Systems (Pb)
Kim, Gerard
Sold by Romtrade Corp., STERLING HEIGHTS, MI, U.S.A.
AbeBooks Seller since April 17, 2013
New - Soft cover
Condition: New
Ships within U.S.A.
Quantity: 5 available
Add to basketSold by Romtrade Corp., STERLING HEIGHTS, MI, U.S.A.
AbeBooks Seller since April 17, 2013
Condition: New
Quantity: 5 available
Add to basketThis is a Brand-new US Edition. This Item may be shipped from US or any other country as we have multiple locations worldwide.
Seller Inventory # ABBB-71070
Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.
This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided.
Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.
Virtual Reality (VR) is a field of study that aims to create a system that provides a synthetic experience for its users. Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many different disciplines, such as sensing and tracking technologies, stereoscopic displays, multimodal interaction and processing, computer graphics and geometric modeling, dynamics and physical simulation, performance tuning, etc. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.
Designing Virtual Reality Systems is organized in such a way that it follows a spiral development process, and for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books to virtual reality, this book provides concrete examples and practical solutions to the technical challenges in building a VR system by following a specific development methodology, instead of solely explaining the high level concepts.
Part 1 covers the very basics in building a VR system in a systematic way and explains various technical issues in object modeling and scene organization. Part 2 dives into the core of virtual reality dealing with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduate students, advanced undergraduate students and IT professionals will also find this unique and reader-friendly book a valuable guide.
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