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Designing Virtual Reality Systems: The Structured Approach
 
 
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Designing Virtual Reality Systems: The Structured Approach [Paperback]

Gerard Kim (Author)
4.5 out of 5 stars  See all reviews (2 customer reviews)

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Book Description

August 3, 2005
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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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. A companion CD includes the actual codes developed in stages from examples that appear in the chapters. 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.

Product Details

  • Paperback: 243 pages
  • Publisher: Springer; 1st Edition. edition (August 3, 2005)
  • Language: English
  • ISBN-10: 1852339586
  • ISBN-13: 978-1852339586
  • Product Dimensions: 9.3 x 6.2 x 0.5 inches
  • Shipping Weight: 12.8 ounces (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #717,970 in Books (See Top 100 in Books)

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4 of 4 people found the following review helpful:
5.0 out of 5 stars Very accessible introduction to virtual reality systems, November 18, 2005
This review is from: Designing Virtual Reality Systems: The Structured Approach (Paperback)
This text does not pertain to any new research in the field of virtual reality or virtual environments. Instead, it is meant to be a modern introduction (post VRML) to students new to VR on what building blocks are required to produce a virtual reality system. I review the book in the context of its table of contents:

Chapter 1 "Introduction: Virtual Reality in a Nutshell" is just a broad overview of the field and of this book. It discusses the goals and applications of VR, and also discusses what it considers to be the two pillars of VR: presence and 3D multimodal interaction.

Chapter 2 "Requirements Engineering and Storyboarding" discusses VR from the standpoint of a concrete example: a ship simulator design.

Chapter 3 "Object and Scene Modeling" discusses object modeling, scene construction, object placement, multiple frames of reference, re-expressing coordinate systems, and both functional and behavioral modeling. All of this is done from the standpoint of the ship simulator design that was introduced in chapter two. There is quite a bit about graphics concepts in this chapter.

Chapter 4 "Putting it All Together" pulls together the concepts from chapters 2 and 3 into a system design philosophy, again from the standpoint of the concrete example of the ship simulator design.

Chapter 5 "Performance Estimation and System Tuning" is somewhat mislabeled in my opinion. This chapter discusses some advanced graphics concepts such as tuning with level-of-detail models, presence and special effects, and use of images and texturing.

Chapter 6 "Output Display" is about human optical perception as well as available display hardware. First the human visual system is briefly discussed along with human depth perception and stereoscopy. Next visual display systems are discussed along with haptics - the science of applying touch sensation and control to interaction with computer applications.

Chapter 7 "Sensors and Input Processing" discusses trackers, event generators, and sensor errors and calibration.

Chapter 8 "3D Multimodal Interaction Design" is about fusing symbolic and statistical information from a set of 3D gesture, spoken language, and referential agents. In particular, a structured approach is presented, along with ideas on interfacing, and finally some case studies. Among the case studies are the previously mentioned ship simulator along with immersive authoring, tabletop computing, menu selection and invocation, and whole-body interaction.

Next, there are two short chapters on simulation.
Chapter 9 discusses the basics of collision detection, starting with collision detection of line segments, then moving on to collision among polygonal models, building a bounding volume, and finally collision among bounding volumes.

Chapter 10 introduces physics based motion and collision response. Among the topics mentioned are center of gravity, moment of inertia, linear and rotational kinematics, laws of motion, dynamics, collision response, and deformation. There are quite a few equations shown in this chapter, and although this is just meant as an introduction the material is quite useful.

Chapter 11 "Virtual Characters" is the final chapter and touches on a rather advanced subject. The form of such a character, motion control, and inverse and forward kinematics of such a character are discussed.

Although this is a short book - roughly 230 pages total - it is very useful in that it does not wander through its topics in an academic way, but takes a systems engineering and mathematical approach to building virtual worlds. The use of the ship simulator is very enlightening and binds the book together into a very cohesive and useful volume. The block diagrams and pseudocode are also very helpful. You are going to need other books to build a complete virtual world, but this is an outstanding modern outline of everything that you need to consider. I highly recommend this book as an introductory text to any student wishing to learn the practical issues behind building a virtual reality system.
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4 of 4 people found the following review helpful:
4.0 out of 5 stars introduces the field, September 17, 2005
This review is from: Designing Virtual Reality Systems: The Structured Approach (Paperback)
It is nice to see what the status of virtual reality work is these days. About 10 years ago, VRML was all the rage. But that died in the dot com implosion. In part because of the lack of computational and bandwidth ability.

Now the technology has progressed much further, and Kim shows us interesting new possibilities. The book does not really go that far in research, however. It's more of a first text in the field, for a graduate or undergraduate level course. The material discusses both hardware and software. This field is like robotics, where hardware must always be considered.

The so-called structured approach of the title can simply be understood as maintaining a good three dimensional model, that stays consistent as objects move around. Well, ok, the text has more to the structured approach than this, but to me, that's the main idea.

If you are indeed a student of VR, perhaps the book will help you take us further into the field.
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Inside This Book (learn more)
First Sentence:
What Is VR? Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
simulation tick, screen parallax, parallax barriers, piercing test, ship simulator, engine lever, articulated chain, virtual navigation, alphanumeric input, bounding volumes, object coordinate system, scene graph, virtual hand, haptic devices, multimodal interaction, primitive tasks, multimodal interfaces, virtual objects, spatial presence, virtual experience, vestibular sense, reference coordinate system, world coordinate system, inertia matrix, exit pupil
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Pondering Points, Case Study, View Fixed, Desk Coordinate, Human Aural System, Stimulation of Other Modalities, World Fixed, Engine Telegraph, Modeling of Function, Polygonal Objects Versus Polygonal Objects, The Scent Collar
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