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2004 | Buch

Introduction to Virtual Reality

verfasst von: John Vince

Verlag: Springer London

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Über dieses Buch

During the last decade the word virtual became one of the most exposed words in the English language. Today we have virtual universities, virtual offices, virtual pets, virtual actors, virtual museums, virtual doctors - and all because of virtual reality. So what is virtual reality? Essentially, virtual reality is about the navigation and manipulation of 3D computer-generated environments. A VR user is able to navigate by walking, running or even flying through a virtual environment and explore viewpoints that would be impossible in the real world. But the real benefit of VR is the ability to touch, animate, pickup and reposition virtual objects and create totally new configurations. Key topics: The origins of VR How VR works How VR is being used The field of Virtual Reality is moving very quickly and increasing numbers of people need to know more about this exciting subject. Introduction to Virtual Reality explains what VR is about, without going into the underlying mathematical techniques, but at the same time providing a solid understanding and foundation of the techniques and applications involved.

Inhaltsverzeichnis

Frontmatter
1. Virtual Reality
Abstract
During the last decade the word virtual became one of the most exposed words in the English language. Today, we have virtual universities, virtual offices, virtual pets, virtual graveyards, virtual exhibitions, virtual wind tunnels, virtual actors, virtual studios, virtual museums, and virtual doctors — and all because of virtual reality (VR).
John Vince
2. The Benefits of VR
Abstract
Although we live in an age where we can buy things that serve no purpose what so ever, most products have to provide a service and offer real benefits. In industry, it would be unthinkable to employ any technique or technology that did not add value in some form or another. For example, once upon a time, computers were more trouble than they were worth. They were unreliable, software was problematical, and if one could get by without using them, then that was the preferred course of action.
John Vince
3. 3D Computer Graphics
Abstract
As you have probably realized, virtual reality (VR) is basically about three-dimensional (3D) computer graphics, and in this chapter we are going to explore some of the techniques used to produce coloured views of virtual environments (VEs).
John Vince
4. Human Factors
Abstract
Before proceeding with the technology of virtual reality (VR) it will be useful to explore aspects of ourselves that will be influenced by this technology — this area is known as human factors and covers a wide range of interesting but complex topics.
John Vince
5. VR Hardware
Abstract
In this chapter I want to describe the hardware used in various virtual reality (VR) systems. Such hardware is evolving very fast, and rather than concentrate upon specific manufacturer’s models, I will describe generic devices and their operational characteristics and refer to specific systems where appropriate. Those readers who wish to discover the technical details of commercially available systems can look at manufacturer’s web sites listed in Appendix E.
John Vince
6. VR Software
Abstract
In the previous chapter we have looked at the various hardware elements associated with virtual reality (VR) systems, which included head-mounted displays (HMDs), mice, trackers, gloves, projectors, shutter glasses, and host computers. Software is now required to integrate these into a coherent system that will enable a user to navigate and interact with a virtual environment (VE). This is no mean task, because like all computer graphics applications, the software is application specific. For instance, a computer-aided design (CAD) system requires specific software tools and an appropriate interface to support the tasks required for two-dimensional (2D) and three-dimensional (3D) engineering designs. Similarly, a 3D computer animation system requires special tools for the modelling, animation, and rendering everything from dinosaurs to the Titanic. However, even though CAD and computer animation are both concerned with 3D objects, their requirements are totally different, and has resulted in many individual commercial software systems supporting both areas.
John Vince
7. VR Applications
Abstract
In the 1970s when computers first started to make some sort of impact, it was possible to see that their application would have long-term ramifications on all sorts of sectors. And although it was difficult to predict exactly what would happen, one knew that the world would never be the same again. Information systems, mathematical computation, graphic design, engineering design, aerospace, architecture, control systems, telecommunications, accounting, stock markets, and even fine art were all destined to be innocent victims for computerization.
John Vince
8. Conclusion
Abstract
It is strange to look back and recall the manual techniques used to design everything from a bracket to a complete aircraft. A large wooden drawing board with T-square, pair of compasses, a set-square, a set of plastic French curves, an eraser, etc. were the typical tools of the draftsman. Specialist skills were required in projections, cross sections, developed surfaces, and perspective views. And to obtain a realistic view of the final artefact, a technical artist was used to render a coloured image.
John Vince
Backmatter
Metadaten
Titel
Introduction to Virtual Reality
verfasst von
John Vince
Copyright-Jahr
2004
Verlag
Springer London
Electronic ISBN
978-0-85729-386-2
Print ISBN
978-1-85233-739-1
DOI
https://doi.org/10.1007/978-0-85729-386-2