Synopsis
The author declares that the media has glorified virtual reality (VR) for its entertainment value and practically ignored VR's other potentials. So, in addition to the entertainment possibilities, the author explores other commercial applications for VR such as manufacturing design, medical treatment, and, of course, military training. Annotation copyright Book News, Inc. Portland, Or.
Reviews
Larijani gives an up-to-the-minute survey of this emerging technology and is, while accessible, agreeably more technical than her predecessors. Her chapter "Displaying Virtually Real Images," for instance, quite clearly lays out the differences between the haptic environment, in which objects are pushed or pulled to simulate feelings of speed or gravity, and "real-space imaging," in which virtual objects have reference to real objects and will appear or disappear according to precise conditions of place and context. Her chapters "Things You Need to Create a Virtual World" and "Behind the Scenes: Software, Databases, etc." are similarly technical, and, if read in tandem with some of the titles in her excellent bibliography, would provide a workable introduction for the enthusiast eager to begin programming virtual worlds. Larijani follows with a survey of what has happened and may happen in medicine, entertainment, architecture, the military, and the office; she concludes with a warning that this U.S. technology is rapidly being taken over by the French, Germans, British, and Japanese. The best book on this subject since Howard Rheingold's ground-breaking Virtual Reality (1991). John Mort
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