1 option
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
Available
- Format:
- Book
- Author/Creator:
- Fernie, Kate.
- 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
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.