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Creating and using virtual reality

£9.99

Product description

The essence of virtual reality lies with computer-based three-dimensional environments. Often termed 'worlds', these conceptual models can be navigated, interacted with and updated in real-time. This Guide to Good Practice is intended for individuals and organisations who are interested in potential ways to use virtual reality within the arts and humanities. It concentrates on the most widely used form of virtual reality today, desk-top virtual reality, which may be distributed and viewed on-line via the World Wide Web. In these systems virtual reality worlds run on users' desk-top computers, are displayed on a standard monitor, and navigated using a mouse or 3-D space ball and keyboard. This Guide introduces virtual reality by considering its history, philosophy and theory, and discusses good practice in planning virtual reality projects. It presents the data management and documentation procedures required to enable models to be maintained, and enjoyed by the audiences for which they are intended. It also explores strategies for archiving and considers how to avoid the loss of virtual reality models as technology changes. A virtual library of case studies illustrates some applications of virtual reality in Archaeology, Architecture, Dance, Design, Fine Art, Heritage, History, Museum Studies and Theatre. Examples of worlds which allow users to interact with each other are also presented.

Item details

Condition:
Used: very good
Dimensions:
242x170x0.3
EAN-13:
9781842170403
Format:
Paperback
ISBN-13:
9781842170403
Number of items:
1
Number of pages:
118
Publisher:
Oxbow Books

Standard UK Delivery (£3.95 per order)

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About this item

The essence of virtual reality lies with computer-based three-dimensional environments. Often termed 'worlds', these conceptual models can be navigated, interacted with and updated in real-time. This Guide to Good Practice is intended for individuals and organisations who are interested in potential ways to use virtual reality within the arts and humanities. It concentrates on the most widely used form of virtual reality today, desk-top virtual reality, which may be distributed and viewed on-line via the World Wide Web. In these systems virtual reality worlds run on users' desk-top computers, are displayed on a standard monitor, and navigated using a mouse or 3-D space ball and keyboard. This Guide introduces virtual reality by considering its history, philosophy and theory, and discusses good practice in planning virtual reality projects. It presents the data management and documentation procedures required to enable models to be maintained, and enjoyed by the audiences for which they are intended. It also explores strategies for archiving and considers how to avoid the loss of virtual reality models as technology changes. A virtual library of case studies illustrates some applications of virtual reality in Archaeology, Architecture, Dance, Design, Fine Art, Heritage, History, Museum Studies and Theatre. Examples of worlds which allow users to interact with each other are also presented.

Condition:
Used: very good
Dimensions:
242x170x0.3
EAN-13:
9781842170403
Format:
Paperback
ISBN-13:
9781842170403
Number of items:
1
Number of pages:
118
Publisher:
Oxbow Books

Delivery & returns

This item will be dispatched to UK addresses via second class post within 14 working days of receipt of your order. Standard UK delivery is £3.95 per order, so you're only charged once no matter how many items you have in your basket. Any additional courier charges will be applied at checkout as they vary depending on delivery address.

This item will be dispatched to UK addresses via second class post within 14 working days of receipt of your order. Standard UK delivery is currently free, no matter how many items you have in your basket. Any additional courier charges will be applied at checkout as they vary depending on delivery address.

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Outside Europe: £7.00

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