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Designing Virtual Reality Systems: The Structured Approach虚拟现实系统的设计:结构探讨 pdf 下载 mobi 极速 snb 夸克云 txt chm

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Designing Virtual Reality Systems: The Structured Approach虚拟现实系统的设计:结构探讨书籍详细信息

  • ISBN:9781852339586
  • 作者:暂无作者
  • 出版社:暂无出版社
  • 出版时间:2005-08
  • 页数:233
  • 价格:688.20
  • 纸张:胶版纸
  • 装帧:平装
  • 开本:16开
  • 语言:未知
  • 丛书:暂无丛书
  • TAG:暂无
  • 豆瓣评分:暂无豆瓣评分

内容简介:

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.

书籍目录:

Section Ⅰ: Basics of Designing Virtual Reality Systems

Chapter l.Introduction:Virtual Reality in a Nutshell

What Is Virtual Reality?

Goals and Applications of Virtual Reality

Two Pillars of VR:Presence and 3D Multimodal Interaction

Building a Virtual Reality System

About This Book

Final Notes

Acknowledgments

Summary and Pondering Points

Chapter 2.Requirements Engineering and Storyboardin9

Example:Ship Simulator Design

Summary and Pondering Points

Chapter 3.Object and Scene Modelin9

Object Modelin9

Scene Construction

Object Placement

Multiple Frames ofReference

REExpressing Coordinates,

Function and Behavior Modelin9

Ship Simulator Example Revisited

Summary and Pondering Points

Chapter 4.Putting It All Together

Example Continued:Ship SimulatorLevel 2 Design

Summarry and Pondering Points

Chapter 5.Performance Estimation and System Tunin9

Tuning with LOD Models

Presence/SDecial Effects

Using Images and Textures

Summary and Pondering Points

Section Ⅱ:Creating the Virtual Reality

Chapter 6.Outpat Display,

The Human Visual System

Human Depth Perception and Stereoscopy

Visual Display Systems

Human Aural System

Aural Display Systems

Haptics

Stimulation of Other Modalities l

Summary and Pondering Points

Chapter 7.Sensors and Input Processing

Trackers

Event Generators

Sensor Errors and Calibration

Summary and PonderingPoints

Chapter 8.3D Multimodal Interaction Design

Whv G0 3D Multimodal?

Structured Approach to Interaction/Interface Design

Metaphors

Interface Design

Multimodality

Case Studies

Ship Simulator

Immersive Authorin9

Tabletop Computin9

Selection and Manipulation

Navigation

Menu Selection and Invocation

Whole Body Interaction

Tangible Interface

Alphanumeric Input

Summary and Pondering Points

Chapter 9.Simulation l:Collision Detection,

Handling Collision

Chapter10.Simulation ⅡPlhysics-based Motion and Colision Response

Chapter11.Virtual Characters

Epilogue

References

Indes

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书籍介绍

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.

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