Creating and using virtual reality : a guide for the arts and humanities /
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Author / Creator: | Fernie, Kate. |
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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 |
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