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001 291846
003 MX-SnUAN
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008 150903s2005 xxk| o |||| 0|eng d
020 _a9781846282300
_99781846282300
024 7 _a10.1007/9781846282300
_2doi
035 _avtls000343751
039 9 _a201509030355
_bVLOAD
_c201405050258
_dVLOAD
_y201402061204
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aT385
100 1 _aKim, Gerard Jounghyun.
_eautor
_9323307
245 1 0 _aDesigning Virtual Reality Systems The Structured Approach /
_cby Gerard Jounghyun Kim.
264 1 _aLondon :
_bSpringer London,
_c2005.
300 _ax, 233 páginas 191 ilustraciones With CD-ROM.
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
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
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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