Virtual Reality
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3178 рубBuilding Interactive Worlds in 3D : Virtual Sets and Pre-visualization for Games, Film & the Web
Jean-Marc Gauthier Book DescriptionIn Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and...
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5646 рубCommunication in the Age of Virtual Reality (Communication)
Frank Biocca, Mark R. Levy
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1949 рубCyber Space: Virtual Reality and the World Wide Web (Megatech)
David Jefferis, Davies Jefferis, Mat Irvine The digital story from the early days of computers to virtual reality and the world wide web is told in this exciting new book. The life-saving applications of computer simulation in flight, battle and hazardous environments are explored as are computer arts in the fields of film, graphic arts, and games and entertainment.
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8686 рубDesigning for Virtual Communities in the Service of Learning (Learning in Doing: Social, Cognitive & Computational Perspectives)
Sasha A. Barab, Rob Kling, James H. Gray, Roy Pea, John Seely Brown, Christian Heath This volume explores the theoretical, design, learning, and methodological questions relevant to designing for and researching web-based communities to support the learning process. Coming from diverse academic backgrounds, the authors examine what we doand do not know about the processes and practices of designing communities to support educational processes. Taken as a collection, the chapters point to the challenges and complex tensions that emerge when designing for a web-supported community, especially when the focal practice of the community is learning.
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5275 рубDesigning Virtual Reality Systems : The Structured Approach
G. Kim Book DescriptionDeveloping and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting. This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided. Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.
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3107 рубDesigning Virtual Worlds
Richard Bartle Designing Virtual Worlds is the most comprehensive treatment of virtual worlddesign to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary,economic, sociological, psychological, physical, technological, and ethicalunderpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs. Designing Virtual Worlds brings a rich, well-developed approach to the designconcepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book runthe gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There...
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9796 рубDevelopment and Management of Virtual Schools: Issues and Trends
Catherine Cavanaugh Virtual schools are a result of widespread changes in knowledge about learning, in available technology and in society. Virtual schooling is growing in popularity and will continue to attract students because of the benefits it offers over traditional schooling. Stakeholders in virtual schools need information to guide their decisions. For the foreseeable future, virtual schools will continue to meet diverse student needs, and to evolve in response to further change. Development and Management of Virtual Schools: Issues and Trends brings together knowledge of virtual schools as a reference for scholars and other groups involved in virtual schools. The chapters review best practice from concept and development, through implementation and evaluation.
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5271 рубDigital Sensations: Space, Identity, and Embodiment in Virtual Reality
Ken Hillis
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11874 рубDistributed Virtual Worlds
Stephan Diehl, S. Diehl With the widespread use of VRML browsers, e.g., as part of the Netscape and Internet Explorer standard distributions, everyone connected to the Internet can directly enter a virtual world without installing a new kind of software. The VRML technology offers the basis for new forms of customer service such as interactive three-dimensional product configuration, spare part ordering or customer training. Also, this technology can be used for CSCW in intranets. The reader should be familiar with programming languages and computers and, in particular, should know Java or at least an object-oriented programming language. The book not only provides and explains source code which can be used as a starting point for own implementations, but it also describes the fundamental problems and how currently known solutions work. It discusses a variety of different techniques and trade-offs. Many illustrations help the reader to understand and memorize the underlying principles.
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6430 рубE-Collaborations and Virtual Organizations
Michelle W. L. Fong E-Collaboration promotes interaction between people over the Internet, and is vital in virtual organization arrangements where people co-exist or work together, independent of time and location. E-Collaborations and Virtual Organizations covers a broad range of topics, from underlying technological structures to fundamental mechanisms that are relevant to e-Collaboration and virtual organizations. The chapters in this book present some of the current work in the field and represent a resource upon which knowledge, lessons, and views can be drawn upon for consideration and applications in the virtual world.
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11581 рубFrontiers in Human-Centred Computing, Online Communities and Virtual Environment
R. Earnshaw
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7013 рубFuture Fusion: Application Realities for the Virtual Age : Vsmm 98 18-20 Nov 1998 Gifu, Japan
H. Thwaites In the spirit of exploring the fusion between engineering, art and commerce in virtual reality and multimedia technologies, this book investigates the integration of technical excellence, creative innovation and industry and commercial development through real applications. It has four main sections: A technical, Creative, Industrial/Commercial and Virtual World heritage part. The technical section of this book focuses on the research and development of virtual reality and multimedia technologies. Topics include human interface and sensing, immersive virtual environments, industrial applications, rapid prototyping, 3D measurement, virtual factories, medical and biological modeling and theory and entertainment and games. The creative section explores VR and multimedia from an artistic viewpoint, offering contributions on innovative solutions, processes, critical debate and imaginative uses of technology. Main topics include exploration of creativity, artistic theory, methods...
Постоянная ссылка → Future Fusion: Application Realities for the Virtual Age : Vsmm 98 18-20 Nov 1998 Gifu, Japan
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13983 рубGlobalization of Manufacturing in the Digital Communications Era of the 21st Century: Innovation, Agility, and the Virtual Enterprise : Proceedings of the Tenth International Ifip Wg5.2/5.3 International Conference Prolamat 98, Trento
Gianni Jacucci, Gustav J. Oling, Kenneth Preiss, Michael J. Wozny
Постоянная ссылка → Globalization of Manufacturing in the Digital Communications Era of the 21st Century: Innovation, Agility, and the Virtual Enterprise : Proceedings of the Tenth International Ifip Wg5.2/5.3 International Conference Prolamat 98, Trento
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3313 рубGoing Virtual: Distributed Communities of Practice
Paul M. Hildreth
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17973 рубHandbook of Virtual Environments: Design, Implementation, and Applications (Human Factors and Ergonomics)
Kay M. Stanney
Постоянная ссылка → Handbook of Virtual Environments: Design, Implementation, and Applications (Human Factors and Ergonomics)
