Creating and using virtual reality : a guide for the arts and humanities /

Saved in:
Bibliographic Details
Author / Creator:Fernie, Kate.
Imprint:Oxford : Oxbow ; Oakville, CT : David Brown Book Co., 2003.
Description:vii, 118 p. : ill. ; 25 cm.
Language:English
Series:AHDS guides to good practice series
[AHDS guides to good practice].
Subject:
Format: Print Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/5141211
Hidden Bibliographic Details
Other authors / contributors:Richards, J. D.
Austin, Tony.
Arts and Humanities Data Service.
ISBN:1842170406
Notes:At head of title: Arts and Humanities Data Service.
Includes bibliographical references (p. [76]-79).
Table of Contents:
  • Acknowledgements
  • Section 1. Overview and Objectives
  • 1.1. Who is this Guide for?
  • 1.2. Introducing virtual reality
  • 1.3. How to use this Guide
  • 1.4. Other Guides in the series
  • Section 2. Virtual Reality: History, Philosophy and Theory
  • 2.1. What is virtual reality?
  • 2.2. Origins of virtual reality
  • 2.3. Flexibility and interaction
  • 2.4. Applications
  • 2.5. Virtual reality formats
  • 2.6. Theoretical considerations for the development of virtual reality projects
  • Section 3. Virtual Reality Methods and Techniques
  • 3.1. Introduction
  • 3.2. Good practices for creating virtual reality
  • 3.3. User requirements
  • 3.4. Building the world
  • 3.5. Hardware, testing and maintenance
  • 3.6. Bubble worlds
  • 3.7. Virtual Reality Modeling Language
  • 3.8. X3D
  • 3.9. Java and Java3D
  • 3.10. Other environments
  • Section 4. Collaborative Virtual Environments
  • 4.1. CVE technology; how does it work?
  • 4.2. User representation
  • 4.3. Interaction and communication
  • 4.4. Systems overview
  • 4.5. Active Worlds
  • 4.6. Blaxxun
  • Section 5. Documenting Data from a Virtual Reality Project
  • 5.1. Planning for the creation of digital data
  • 5.2. Project documentation
  • 5.3. Documenting the audience
  • 5.4. Documenting methods and techniques
  • 5.5. Documenting the delivery platform
  • 5.6. Reporting project outcomes
  • 5.7. Description of archive
  • Section 6. Archiving Virtual Reality Projects
  • 6.1. Introduction to archiving virtual reality projects
  • 6.2. Digital archiving strategies
  • 6.3. Archiving particular virtual reality formats
  • 6.4. Guidelines for depositing digital archives
  • 6.5. Depositing virtual reality with the Arts & Humanities Data Service
  • Section 7. Resource Discovery
  • 7.1. Access and use
  • 7.2. Metadata and virtual reality projects
  • Appendix 1. Author Biographies
  • Appendix 2. Documentation Checklist
  • Appendix 3. Information Standards
  • Glossary
  • Bibliography and Web References
  • The Virtual Reality Case Study Library
  • How to locate browsers and plug-ins
  • Netiquette in Collaborative Virtual Environments
  • Case Study 1. Brancusi's Mademoiselle Pogany at the Philadelphia Museum of Art Anthony McCall, Narrative Rooms
  • Case Study 2. Exorcising the Flesh Kate Allen
  • Case Study 3. Virtual Saltburn by the Sea: Creative Content Design for Virtual Environments Clive Fencott, University of Teeside
  • Case Study 4. Learning Sites
  • 1. Northwest Palace of Ashur-nasir-pal II
  • 2. Ancient Greece: Town and Country
  • Case Study 5. Virtual Wroxeter: Roman Fortress Sally Exon, University of Birmingham
  • Case Study 6. Quest for Canturbury's Lost Roman Temple and Metadata Case Study Nick Ryan, University of Kent
  • Case Study 7. Cyberaxis Michael Gerhard, Leeds Metropolitan University
  • Case Study 8. Building Babell II Rachael Beach