
| Section Ⅰ: Basics of Designing Virtual Reality Systems Chapter l.Introduction:Virtual Reality in a Nutshell What Is Virtual Reality? Goals and Applications of Virtual Reality Two Pillars of VR:Presence and 3D Multimodal Interaction Building a Virtual Reality System About This Book Final Notes Acknowledgments Summary and Pondering Points Chapter 2.Requirements Engineering and Storyboardin9 Example:Ship Simulator Design Summary and Pondering Points Chapter 3.Object and Scene Modelin9 Object Modelin9 Scene Construction Object Placement Multiple Frames ofReference REExpressing Coordinates, Function and Behavior Modelin9 Ship Simulator Example Revisited Summary and Pondering Points Chapter 4.Putting It All Together Example Continued:Ship SimulatorLevel 2 Design Summarry and Pondering Points Chapter 5.Performance Estimation and System Tunin9 Tuning with LOD Models Presence/SDecial Effects Using Images and Textures Summary and Pondering Points Section Ⅱ:Creating the Virtual Reality Chapter 6.Outpat Display, The Human Visual System Human Depth Perception and Stereoscopy Visual Display Systems Human Aural System Aural Display Systems Haptics Stimulation of Other Modalities l Summary and Pondering Points Chapter 7.Sensors and Input Processing Trackers Event Generators Sensor Errors and Calibration Summary and PonderingPoints Chapter 8.3D Multimodal Interaction Design Whv G0 3D Multimodal? Structured Approach to Interaction/Interface Design Metaphors Interface Design Multimodality Case Studies Ship Simulator Immersive Authorin9 Tabletop Computin9 Selection and Manipulation Navigation Menu Selection and Invocation Whole Body Interaction Tangible Interface Alphanumeric Input Summary and Pondering Points Chapter 9.Simulation l:Collision Detection, Handling Collision Chapter10.Simulation ⅡPlhysics-based Motion and Colision Response Chapter11.Virtual Characters Epilogue References Indes |
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