Designing Virtual Reality Systems: The Structured Approach
Language: English
Published by Springer, 2005
- Softcover
- Used

Seller: CONTINENTAL MEDIA & BEYOND, Ocala, FL, U.S.A.CONTINENTAL MEDIA & BEYOND
AbeBooks seller since August 26, 2008
Condition: Used - As new
US$ 24.99
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Add to basketItem description from seller
2005 paperback like new clean unmarked pages tiny cover wear includes CD in back of book 233 pages J-15.
Seller Inventory # 1111FA2PKHN
- Title
- Designing Virtual Reality Systems: The Structured Approach
- Author
- Kim, Gerard
- Publisher
- Springer
- Publication year
- 2005
- Condition
- Used: Like New
- Binding
- Soft cover
- Language
- English
- ISBN 10
- 1852339586
- ISBN 13
- 9781852339586
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.
"Synopsis" may belong to another edition of this title.
From the Back Cover
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.
"About the title" may belong to another edition of this title.
CONTINENTAL MEDIA & BEYOND
Ocala, FL, U.S.A.
AbeBooks seller since August 26, 2008
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CONTINENTAL MEDIA & BEYOND
FL, U.S.A.
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