000 03320nam a22003855i 4500
001 291869
003 MX-SnUAN
005 20160429154922.0
007 cr nn 008mamaa
008 150903s2008 xxk| o |||| 0|eng d
020 _a9781848001176
_99781848001176
024 7 _a10.1007/9781848001176
_2doi
035 _avtls000344170
039 9 _a201509030353
_bVLOAD
_c201405050303
_dVLOAD
_y201402061250
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aT385
100 1 _aGutiérrez, Mario A. A.
_eautor
_9323336
245 1 0 _aStepping into Virtual Reality /
_cby Mario A. A. Gutiérrez, Frédéric Vexo, Daniel Thalmann.
264 1 _aLondon :
_bSpringer London,
_c2008.
300 _axv, 214 páginas
_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 _aFundamentals -- Computer Graphics -- Computer Animation -- Virtual Worlds -- Virtual Characters -- Architecture of Virtual Reality Systems -- Mixed Realities -- Perceiving Virtual Worlds -- Vision -- Audition -- Touch -- Smell and Taste -- Applications -- Health Sciences -- Cultural Heritage -- Other VR Applications.
520 _aThe fruit of many years experience on the creation of synthetic worlds and virtual realities, this book is based on the considerable expertise of the authors, who share their knowledge of mastering the complexities behind the creation of Virtual Reality (VR) applications. The first part of the book reviews the basic theoretical and practical concepts involved in the visual aspect of virtual environments. Part 2 provides more details on the components, structure and types of virtual worlds that can be created, including detailed explanations of the main modeling and animation techniques for virtual characters - one of the most important aspects in a virtual world. A review and discussion of the main types of VR system architectures defines the different alternatives for organizing and designing a VR application. The final part covers the main principles of Virtual Reality hardware using a generic classification of interaction devices based on a human-centered approach (via the five human senses: vision, sound, touch, smell and taste). The book closes with an overview of successful VR systems and applications and gives a glimpse of what lies in the future. This book was conceived as a guided tour and provides practical explanations of each step in the process of creating a Virtual Reality application. It can be used both as textbook for a Virtual Reality course, and as a reference for courses covering computer graphics, computer animation or human-computer interaction topics.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
700 1 _aVexo, Frédéric.
_eautor
_9323337
700 1 _aThalmann, Daniel.
_eautor
_9315242
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781848001169
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-84800-117-6
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c291869
_d291869