An insider’s view of what works, what doesn’t work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field.
Key Features
- Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest!
- Development techniques are cross referenced between different application areas, providing fundamental best practices!
CHAPTER 1 Introduction to Virtual Reality1.1 What is virtual reality?1.2 The beginnings of VR1.2.1 Morton Heilig’s Sensorama1.2.2 Ivan Sutherland’s vision for computer-based virtual reality 1.2.3 Myron Krueger’s videoplace1.2.4 University of North Carolina at Chapel Hill1.2.5 Electronic Visualization Lab at the University of Illinois at Chicago 1.3 VR paradigms1.4 Collaboration1.5 Virtual reality systems1.5.1 Hardware1.5.2 Software1.6 Representation1.7 User interaction1.7.1 Interaction Techniques1.7.2 Making selections1.7.3 Manipulating the virtual world1.7.4 Navigation
CHAPTER 2 Applying Virtual Reality2.1 Virtual reality: the medium2.2 Form and genre2.3 What makes an application a good candidate for VR2.4 Promising application ?elds2.4.1 Virtual prototyping 2.4.2 Architectural walkthroughs2.4.3 Visualization2.4.4 Training2.4.5 Entertainment2.4.6 Other application genres2.5 Demonstrated bene?ts of virtual reality2.6 More recent trends in virtual reality application development 2.6.1 Converting extant applications to virtual reality without having access to the application code 2.6.2 Developing virtual reality applications with game engines 2.6.3 Low-cost input devices2.6.4 Cluster-based compute engines and high-performance graphics acceleration 2.6.5 Passive stereo displays2.6.6 Augmented reality and handheld devices2.6.7 Wireless interaction and optical tracking2.6.8 More senses2.6.9 Multiperson virtual and augmented reality2.6.10 Tiled displays2.6.11 Head-based projection2.6.12 Tele-immersion 2.7 A framework for VR application development About the applications in this book
CHAPTER 3 Business and Manufacturing3.1 Areas of application3.1.1 Product development3.1.2 Business education3.1.3 Marketing3.2 Other and future usage of VR in business and manufacturing
CHAPTER 4 Science Applications4.1 Areas of application4.1.1 Exploration4.1.2 Physical system simulation and interaction 4.1.3 Areas of application in science
CHAPTER 5 Medical Applications5.1 Areas of application
CHAPTER 6 Education Applications6.1 Areas of application6.2 Other and future uses
CHAPTER 7 Public Safety and Military Applications7.1 Areas of application7.1.1 Equipment operation training
CHAPTER 8 Art8.1 Areas of application8.1.1 Design and sketching8.1.2 Exploration of the medium8.1.3 Empathetic experiences8.1.4 Exploration of the human condition8.1.5 Other and future usage of VR in art
CHAPTER 9 Entertainment Applications9.1 Areas of application9.1.1 Games9.1.2 Interactive ?ction9.1.3 Creative expression9.1.4 Entertainment production
CHAPTER 10 Putting It All Together10.1 Executive summary10.2 Introduction10.3 The database ?elds10.4 Finding applications with speci?c characteristics10.4.1 Showing all the characteristics of a speci?c application 10.4.2 Application taxonomies