The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
Understanding Virtual Reality—Interface, Application, and Design
Abstract
Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies. * Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom. * Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems. * Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system. Table of Contents Foreword Preface Part I - What is Virtual Reality? Chapter 1: Introduction to Virtual Reality - What it is and Where it Comes From Chapter 2: VR the Medium Part II - Virtual Reality Systems Chapter 3: Interface to the Virtual World -- Input Chapter 4: Interface to the Virtual World -- Output Chapter 5: Rendering a Virtual World Chapter 6: Interacting with a Virtual World Chapter 7: Virtual Reality Experience Chapter 8: Experience Design: Applying VR to a Problem Chapter 9: What Dreams May Come: The Future of VR Appendices A: NICE educational application (EVL) B: Crumbs visualization application (NCSA) C: Aircraft wiring application (Boeing, Inc.) D: Placeholder artistic application (Interval Research)
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Cites
Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness
Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993) · The International Journal of Aviation Psychology · doi:10.1207/s15327108ijap0303_3 · Cited by 5,457
The go-go interaction technique: non-linear mapping for direct manipulation in VR
Poupyrev, I., Billinghurst, M., Weghorst, S., & Ichikawa, T. (1996) · Proceedings of the 9th annual ACM symposium on User interface software and technology - UIST '96 · doi:10.1145/237091.237102 · Cited by 872
Cited by
Impact of an augmented reality system on students' motivation for a visual art course
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.03.002 · Cited by 1,210
The state of immersive technology research: A literature analysis
Suh, A., & Prophet, J. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.04.019 · Cited by 841
Effectiveness of virtual reality in nursing education: meta-analysis
Chen, F.-Q., Leng, Y.-F., Ge, J.-F., Wang, D.-W., Li, C., Chen, B., & Sun, Z.-L. (2020) · Journal of Medical Internet Research · doi:10.2196/18290 · Cited by 535
Stephanidis, C., Salvendy, G., Antona, M., Chen, J. Y. C., Dong, J., Duffy, V. G., Fang, X., Fidopiastis, C., Fragomeni, G., Fu, L. P., et al. (2019) · International Journal of Human–Computer Interaction · doi:10.1080/10447318.2019.1619259 · Cited by 524
Wearable Soft Technologies for Haptic Sensing and Feedback
Yin, J., Hinchet, R., Shea, H., & Majidi, C. (2021) · Advanced Functional Materials · doi:10.1002/adfm.202007428 · Cited by 325
Metadata
- Authors
- Sherman, W. R., & Craig, A. B.
- Venue
- Presence: Teleoperators and Virtual Environments
- Publisher
- MIT Press - Journals
- Published
- 2003-08-01
- Volume
- 12
- Issue
- 4
- Pages
- 441-442
- ISSN
- 1054-7460 (ISSN-L)
- OpenAlex
- W1963648925
- Cited by
- 1,327
- References
- 2
- FWCI
- 26.94
- Type
- journal article
- Language
- en
- Open access
- closed
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- Sherman, W. R., & Craig, A. B. (2003). Understanding Virtual Reality—Interface, Application, and Design. Presence: Teleoperators and Virtual Environments. https://doi.org/10.1162/105474603322391668
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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