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Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics)
 
 
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Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics) [Hardcover]

William R. Sherman (Author), Alan B. Craig (Author)
5.0 out of 5 stars  See all reviews (4 customer reviews)

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Book Description

1558603530 978-1558603530 September 4, 2002 1


Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.


By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies.

* Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom.
* Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems.
* Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system.


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Editorial Reviews

Review

"Understanding Virtual Reality is truly the most complete reference book to emerge from the VR field in the past ten years."
-Tom DeFanti, Professor University of Illinois at Chicago, Co-Inventor of the CAVE (R)



"Understanding Virtual Reality is the introduction to the medium of VR that we have all been desiring for our beginning courses."
-Michael Zyda, Director, The MOVES Institute

"A comprehensive overview of virtual reality technologies and techniques. Using real-world examples from diverse fields, the book makes a case for VR as an increasingly effective and applicable communications medium. With its broad scope, straightforward style and companion instructional Web site, this book would make an excellent introductory text for students exploring virtual reality applications." - Design Issues

From the Back Cover

"Understanding Virtual Reality is truly the most complete reference book to emerge from the VR field in the past ten years."
-Tom DeFanti, Professor University of Illinois at Chicago, Co-Inventor of the CAVE (R)

"Understanding Virtual Reality is the introduction to the medium of VR that we have all been desiring for our beginning courses."
-Michael Zyda, Director, The MOVES Institute

Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways virtual reality (VR) can be used in your field, whatever your field may be.

By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies.

Features:

*Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom

*Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems

*A companion website that provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system

Product Details

  • Hardcover: 608 pages
  • Publisher: Morgan Kaufmann; 1 edition (September 4, 2002)
  • Language: English
  • ISBN-10: 1558603530
  • ISBN-13: 978-1558603530
  • Product Dimensions: 9.3 x 8.1 x 1.3 inches
  • Shipping Weight: 2.9 pounds (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Best Sellers Rank: #686,013 in Books (See Top 100 in Books)

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3 of 3 people found the following review helpful:
5.0 out of 5 stars Tom DeFanti's review, March 7, 2004
By 
This review is from: Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics) (Hardcover)
Understanding Virtual Reality" is the definitive, authoritative, and exhausive exploration of the field by two insiders and practioners, Sherman and Craig. Virtual reality, a uniquely viewer-centric, large field-of-view, dynamic display technology has evolved over the past decade in many physical formats, driven by many software applications using a variety of operating systems, computers, and specialized libraries. Sherman and Craig capture them all in this substantial volume.

Most writing about virtual reality involves summarizing and interpreting interviews and demos, with massive doses of the speculative and the spectacular, and lots of historical fuzziness. Sherman and Craig, however, lived in the world of actual VR production at the National Center for Supercomputing Applications at the University of Illinois at Urbana-Champaign, where corporate researchers, educators, scientists, and artists make use of this technology in their daily work. They have personally suffered with VR tech and benefited greatly from access to it as well as to amazing amounts of computing, engineering, and scientific talent. They were held to real deadlines of corporate contracts, scientific conference demonstrations, and the design of IMAX productions. While they were doing all this, they were also writing this book. As a result, "Understanding Virtual Reality" has the integrity and feel of a long-term, eyewitness account and a personal journal, because these production-oriented researchers were documenting the times contemporaneously, rather than trying to reconstruct the details years later.

I know all this because I was their group leader for a couple of years in the mid-90's at NCSA, and their colleague in VR the years before and after. I co-invented the CAVE hardware, among other things, with Dan Sandin at the University of Illinois at Chicago, in 1991.

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1 of 1 people found the following review helpful:
5.0 out of 5 stars Excellent text for Undergrad class, November 17, 2003
By 
"jeffwill32" (Valparaiso, IN United States) - See all my reviews
This review is from: Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics) (Hardcover)
I received this book shortly after it was published. Since then it has served well as a reference for my students working in my VR research group, as well as being very enlightening for me as well.
I will be teaching a course on VR the next two spring semesters at Valparaiso University, and will be using this text.
The book does a great job of spanning the current VR technology out there, as well as addressing issues for development. I'd recommend it for VR researchers, as well as those teaching VR at the undergrad or grad level.
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5.0 out of 5 stars Excellent book on VR, January 15, 2004
By 
A. JOHNSON (Chicago, IL USA) - See all my reviews
(REAL NAME)   
This review is from: Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics) (Hardcover)
I picked this text for my virtual reality course here at the Electronic Visualization Laboratory and found it to be an excellent, well written, comprehensive introduction to the field.
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Inside This Book (learn more)
First Sentence:
Human history is marked by a progression of media used to convey and experience ideas. Read the first page
Key Phrases - Capitalized Phrases (CAPs): (learn more)
William Sherman, University of Illinois, Chapel Hill, University of North Carolina, Caterpillar Inc, Virtual Director, Myron Krueger, Disney's Aladdin, Electronic Visualization Lab, Silicon Graphics, Fakespace Systems, The Jim Henson Company, Ivan Sutherland, Responsive Workbench, The Thing Growing, Virtuality Group, Officer of the Deck, Scott Fisher, World Wide Web, Georgia Institute of Technology, Mark Mine, Bowen Loftin, Char Davies, Dave Pape, Josephine Anstey
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