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Creating and using virtual reality : a guide for the arts and humanities / Kate Fernie and Julian D. Richards with contributions by Tony Austin ... [and others].

Penn Museum Library LB1028.68 .F4 2003
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Format:
Book
Author/Creator:
Fernie, Kate.
Contributor:
Richards, J. D.
Austin, Tony, 1943-
Arts and Humanities Data Service.
George Clapp Vaillant Book Fund.
Series:
AHDS guides to good practice
AHDS guides to good practice series
Language:
English
Subjects (All):
Virtual reality.
Virtual reality in education--Cross-cultural studies.
Virtual reality in education.
Virtual reality in art.
Humanities--Computer simulation.
Humanities.
Computer simulation.
Cross-cultural studies.
Physical Description:
vii, 118 pages : illustrations ; 25 cm.
Place of Publication:
Oxford : Oxbow ; Oakville, CT : David Brown Book Co., 2003.
Contents:
1.1 Who is this Guide for? 1
1.2 Introducing virtual reality 1
1.4 Other Guides in the series 3
Section 2 Virtual Reality: History, Philosophy and Theory 5
2.1 What is virtual reality? 5
2.2 Origins of virtual reality 5
2.3 Flexibility and interaction 6
2.4 Applications 8
2.5 Virtual reality formats 9
2.6 Theoretical considerations for the development of virtual reality projects 10
Section 3 Virtual Reality Methods and Techniques 13
3.2 Good practices for creating virtual reality 13
3.3 User requirements 14
3.4 Building the world 16
3.5 Hardware, testing and maintenance 19
3.6 Bubble worlds 20
3.7 Virtual Reality Modeling Language 23
3.8 X3D 25
3.9 Java and Java3D 26
3.10 Other environments 29
Section 4 Collaborative Virtual Environments 31
4.1 CVE technology; how does it work? 31
4.2 User representation 32
4.3 Interaction and communication 33
4.5 Active Worlds 34
4.6 Blaxxun 35
Section 5 Documenting Data from a Virtual Reality Project 37
5.1 Planning for the creation of digital data 37
5.2 Project documentation 38
5.3 Documenting the audience 39
5.4 Documenting methods and techniques 40
5.5 Documenting the delivery platform 42
5.6 Reporting project outcomes 43
5.7 Description of archive 43
Section 6 Archiving Virtual Reality Projects 45
6.1 Introduction to archiving virtual reality projects 45
6.2 Digital archiving strategies 46
6.3 Archiving particular virtual reality formats 49
6.4 Guidelines for depositing digital archives 50
6.5 Depositing virtual reality with the Arts & Humanities Data Service 51
Section 7 Resource Discovery 54
7.1 Access and use 54
7.2 Metadata and virtual reality projects 54
Appendix 2 Documentation Checklist 60
Appendix 3 Information Standards 65
The Virtual Reality Case Study Library 80
How to locate browsers and plug-ins 80
Netiquette in Collaborative Virtual Environments 80
Case Study 1 Brancusi's Mademoiselle Pogany at the Philadelphia Museum of Art Anthony McCall, Narrative Rooms 82
Case Study 2 Exorcising the Flesh Kate Allen 85
Case Study 3 Virtual Saltburn by the Sea: Creative Content Design for Virtual Environments Clive Fencott, University of Teeside 89
Case Study 4 Learning Sites 102
1 Northwest Palace of Ashur-nasir-pal II 102
2 Ancient Greece: Town and Country 103
Case Study 5 Virtual Wroxeter: Roman Fortress Sally Exon, University of Birmingham 105
Case Study 6 Quest for Canturbury's Lost Roman Temple and Metadata Case Study Nick Ryan, University of Kent 107
Case Study 7 Cyberaxis Michael Gerhard, Leeds Metropolitan University 112
Case Study 8 Building Babell II Rachael Beach 114.
Notes:
At head of title: Arts and Humanities Data Service.
Includes bibliographical references (pages [76]-79).
Local Notes:
Acquired for the Penn Libraries with assistance from the George Clapp Vaillant Book Fund.
ISBN:
1842170406
OCLC:
52056990

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