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Tables of Contents for Creating and Using Virtual Reality
Chapter/Section Title
Page #
Page Count
Acknowledgements
ix
 
Overview and Objectives
1
4
Who is this Guide for?
1
1
Introducing virtual reality
1
1
How to use this Guide
2
1
Other Guides in the series
3
2
Virtual Reality: History, Philosophy and Theory
5
8
What is virtual reality?
5
1
Origins of virtual reality
5
1
Flexibility and interaction
6
2
Applications
8
1
Virtual reality formats
9
1
Theoretical considerations for the development of virtual reality projects
10
3
Virtual Reality Methods and Techniques
13
18
Introduction
13
1
Good practices for creating virtual reality
13
1
User requirements
14
2
Building the world
16
3
Hardware, testing and maintenance
19
1
Bubble worlds
20
3
Virtual Reality Modeling Language
23
2
X3D
25
1
Java and Java3D
26
3
Other environments
29
2
Collaborative Virtual Environments
31
6
CVE technology; how does it work?
31
1
User representation
32
1
Interaction and communication
33
1
Systems overview
34
1
Active Worlds
34
1
Blaxxun
35
2
Documenting Data from a Virtual Reality Project
37
8
Planning for the creation of digital data
37
1
Project documentation
38
1
Documenting the audience
39
1
Documenting methods and techniques
40
2
Documenting the delivery platform
42
1
Reporting project outcomes
43
1
Description of archive
43
2
Archiving Virtual Reality Projects
45
9
Introduction to archiving virtual reality projects
45
1
Digital archiving strategies
46
3
Archiving particular virtual reality formats
49
1
Guidelines for depositing digital archives
50
1
Depositing virtual reality with the Arts & Humanities Data Service
51
3
Resource Discovery
54
4
Access and use
54
1
Metadata and virtual reality projects
54
4
APPENDIX 1: AUTHOR BIOGRAPHIES
58
2
APPENDIX 2: DOCUMENTATION CHECKLIST
60
5
APPENDIX 3: INFORMATION STANDARDS
65
2
GLOSSARY
67
9
BIBLIOGRAPHY AND WEB REFERENCES
76
4
THE VIRTUAL REALITY CASE STUDY LIBRARY
80
2
How to locate browsers and plug-ins
80
1
Netiquette in Collaborative Virtual Environments
80
2
CASE STUDY 1: BRANCUSI'S MADEMOISELLE POGANY AT THE PHILADELPHIA MUSEUM OF ART ANTHONY MCCALL, NARRATIVE ROOMS
82
3
CASE STUDY 2: EXORCISING THE FLESH KATE ALLEN
85
4
CASE STUDY 3: VIRTUAL SALTBURN BY THE SEA: CREATIVE CONTENT DESIGN FOR VIRTUAL ENVIRONMENTS CLIVE FENCOTT, UNIVERSITY OF TEESIDE
89
13
CASE STUDY 4: LEARNING SITES
102
3
Northwest Palace of Ashur-nasir-pal II
102
1
Ancient Greece: Town and Country
103
2
CASE STUDY 5: VIRTUAL WROXETER: ROMAN FORTRESS SALLY EXON, UNIVERSITY OF BIRMINGHAM
105
2
CASE STUDY 6: QUEST FOR CANTURBURY'S LOST ROMAN TEMPLE AND METADATA CASE STUDY NICK RYAN, UNIVERSITY OF KENT
107
5
CASE STUDY 7: CYBERAXIS MICHAEL GERHARD, LEEDS METROPOLITAN UNIVERSITY
112
2
CASE STUDY 8: BUILDING BABELL II RACHAEL BEACH
114