Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Project GROPEHaptic displays for scientific visualization
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Merging virtual objects with the real world: seeing ultrasound imagery within the patient
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Musings on telepresence and virtual presence
SRI '91 Papers from SRI's 1991 Conference on Virtual Reality on Virtual worlds : real challenges: real challenges
Extracting surfaces from fuzzy 3D-ultrasound data
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Superior augmented reality registration by integrating landmark tracking and magnetic tracking
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Technologies for augmented reality systems: realizing ultrasound-guided needle biopsies
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Registration errors in augmented reality systems
Registration errors in augmented reality systems
Osmose: towards broadening the aesthetics of virtual reality
ACM SIGGRAPH Computer Graphics - Special issue: focus: “real” virtual reality
Real-time incremental visualization of dynamic ultrasound volumes using parallel BSP trees
Proceedings of the 7th conference on Visualization '96
Proceedings of the 7th conference on Visualization '96
Managing latency in complex augmented reality systems
Proceedings of the 1997 symposium on Interactive 3D graphics
The omni-directional treadmill: a locomotion device for virtual worlds
Proceedings of the 10th annual ACM symposium on User interface software and technology
Pearls found on the way to the ideal interface for scanned-probe microscopes
VIS '97 Proceedings of the 8th conference on Visualization '97
Training the Hubble Space Telescope Flight Team
IEEE Computer Graphics and Applications
Training the Officer of the Deck
IEEE Computer Graphics and Applications
Designing Animal Habitats Within an Immersive VE
IEEE Computer Graphics and Applications
Augmented Reality Visualization for Laparoscopic Surgery
MICCAI '98 Proceedings of the First International Conference on Medical Image Computing and Computer-Assisted Intervention
VR '99 Proceedings of the IEEE Virtual Reality
Validation and Verification of Virtual Environment Training Systems
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Characterization of End-to-End Delays in Head-Mounted Display Systems
Characterization of End-to-End Delays in Head-Mounted Display Systems
Presence: Teleoperators and Virtual Environments
The Educational Value of an Information-Rich Virtual Environment
Presence: Teleoperators and Virtual Environments
VClav 2.0 - system for playing 3D virtual copy of a historical clavichord
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
Advances in Human-Computer Interaction
An interactive tool for teaching right management in 3D e-learning platform
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. 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.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!Includes a media-rich companion website with hours of footage from application demonstrations