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Designing Virtual Reality Systems
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Designing Virtual Reality Systems
von: Gerard Jounghyun Kim
Springer-Verlag, 2005
ISBN: 9781846282300
242 Seiten, Download: 5943 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: A (einfacher Zugriff)

 

 
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Inhaltsverzeichnis

  Contents 7  
  Section I Basics of Designing Virtual Reality Systems 10  
     Chapter 1 Introduction: VR in a Nutshell 12  
        What Is VR? 12  
        Goals and Applications of VR 12  
        Two Pillars of VR: Presence and 3D Multimodal Interaction 14  
        Building a Virtual Reality System 17  
        About This Book 19  
        Final Notes 20  
        Acknowledgments 21  
        Summary and Pondering Points 21  
     Chapter 2 Requirements Engineering and Storyboarding 23  
        Example: Ship Simulator Design 28  
        Summary 35  
        Pondering Points 35  
     Chapter 3 Object and Scene Modeling 36  
        Object Modeling and Initial Implementation 36  
        Scene Construction 45  
        Object Placement by Series of Action 45  
        Dealing with Multiple Frames of Reference 51  
        Re-Expressing Coordinates 52  
        Function/Behavior Modeling 56  
        Example: Ship Simulator Revisited 58  
        Summary 59  
        Pondering Points 61  
     Chapter 4 Putting It All Together 62  
        Example Design and Implementation (Continued): Level 2 Ship Simulator 65  
        Summary 74  
        Pondering Points 74  
     Chapter 5 Performance Estimation and System Tuning 75  
        Tuning with the LOD Models 75  
        Presence/Special Effects: Third Stage of Spiral Process 76  
        Using Images and Textures for Object/Scene Modeling and Fast Rendering 77  
        Summary 82  
        Pondering Points 82  
  Section II Making of the Virtual Reality 84  
     Chapter 6 Output Display 86  
        The Human Visual System 86  
        Human Depth Perception and Stereoscopy 90  
        Visual Display System (Stereoscopic) 97  
        Human Aural System 107  
        Aural Display Systems 112  
        Haptics: Force and Tactile Feedback 114  
        Stimulation of Other Modalities I 117  
        Summary 122  
        Pondering Points 123  
     Chapter 7 Sensors and Input Processing 124  
        Trackers 125  
        Event Generators 127  
        Sensor Errors and Calibration 129  
        Summary 130  
        Pondering Points 130  
     Chapter 8 3D Multimodal Interaction Design 131  
        Why Go 3D Multimodal? 131  
        Structured Approach to the Interaction / Interface Design 132  
        Metaphors 134  
        Interface Design 135  
        Multimodality 137  
        Cases of Interaction/Interface Design 139  
           a. Case Study 1: Ship Simulator 139  
           b. Case Study 2: Immersive Authoring [LeeG04] 140  
           c. Case Study 3: Tabletop Computing 143  
           d. Case Study 5: Selection and Manipulation 146  
           e. Case Study 5: Navigation 151  
           f. Case Study 6: Menu Selection and Invocation (System Control) [KimN00] 152  
           g. Case Study 7: Whole Body Interaction 156  
           h. Case Study 8: Tangible Interface for Product Evaluation 157  
           i. Case Study 9: Alphanumeric Input 159  
        Summary 161  
        Pondering Points 161  
     Chapter 9 Simulation I: Collision Detection 162  
        Handling Collision 162  
        Collision Detection with Line Segment(s) 164  
        Polygonal Objects Versus Polygonal Objects (Collision Detection Only) [Can86] 169  
        Bounding Volumes 175  
        Building a Bounding Volume 178  
        Building a Bounding Volume Hierarchy 181  
        Testing Interference Among Bounding Volumes 182  
        Summary 187  
        Pondering Points 187  
     Chapter 10 Simulation II: Physics-Based Motion and Collision Response 188  
        Center of Gravity (COG) 188  
        Moment of Inertia 189  
        Kinematics 194  
        Linear Velocity and Acceleration 194  
        Rotational Kinematics (for Rigid Body Only) 194  
        Laws of Motion 196  
        Dynamics 200  
        Ad Hoc Collision Response 201  
        Collision Response 203  
        Real-Time Simulation Revisited 204  
        Deformation (As a Result of Collision) 205  
        Summary 206  
        Pondering Points 207  
     Chapter 11 Virtual Characters 208  
        Form of a Character 208  
        Motion Control of a Character (Function and Behavior) 209  
        Forward Kinematics 215  
        Inverse Kinematics 219  
        Summary 222  
        Pondering Points 223  
     Epilogue Virtual Space, the Final Frontier 224  
        Other Important Subareas of Virtual Reality (VR) 224  
        Is VR Really Any Good? 225  
        VR for Spatial Presence 225  
  References 228  
  Index 236  
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