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008 | 150903s2005 xxk| o |||| 0|eng d | ||
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_a9781846282300 _99781846282300 |
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024 | 7 |
_a10.1007/9781846282300 _2doi |
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_a201509030355 _bVLOAD _c201405050258 _dVLOAD _y201402061204 _zstaff |
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_aMX-SnUAN _bspa _cMX-SnUAN _erda |
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050 | 4 | _aT385 | |
100 | 1 |
_aKim, Gerard Jounghyun. _eautor _9323307 |
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245 | 1 | 0 |
_aDesigning Virtual Reality Systems The Structured Approach / _cby Gerard Jounghyun Kim. |
264 | 1 |
_aLondon : _bSpringer London, _c2005. |
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300 |
_ax, 233 páginas 191 ilustraciones With CD-ROM. _brecurso en línea. |
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_atexto _btxt _2rdacontent |
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_acomputadora _bc _2rdamedia |
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_arecurso en línea _bcr _2rdacarrier |
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_aarchivo de texto _bPDF _2rda |
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500 | _aSpringer eBooks | ||
505 | 0 | _aBasics of Designing Virtual Reality Systems -- Introduction: Virtual Reality in a Nutshell -- Requirements Engineering and Storyboarding -- Object and Scene Modeling -- Putting It All Together -- Performance Estimation and System Tuning -- Creating the Virtual Reality -- Output Display -- Sensors and Input Processing -- 3D Multimodal Interaction Design -- Simulation I: Collision Detection -- Simulation II: Physics-Based Motion and Collision Response -- Virtual Characters. | |
520 | _aVirtual 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. 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. | ||
590 | _aPara consulta fuera de la UANL se requiere clave de acceso remoto. | ||
710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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776 | 0 | 8 |
_iEdición impresa: _z9781852339586 |
856 | 4 | 0 |
_uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-84628-230-0 _zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL) |
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