9781842170403

Creating and Using Virtual Reality: A Guide for the Arts and Humanities

by ; ; ; ; ;
  • ISBN13:

    9781842170403

  • ISBN10:

    1842170406

  • Format: Paperback
  • Copyright: 2004-02-01
  • Publisher: David Brown Book Co

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Supplemental Materials

What is included with this book?

Summary

This Guide to Good Practice is intended for individuals and organizations 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.

Table of Contents

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

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