If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. Government works Printed on acid-free paper International Standard Book Number-13: 978-2-1 (Hardback) This book contains information obtained from authentic and highly regarded sources. Section X: Building the Infrastructure of VRģ2 Virtual Reality System Concepts Illustrated Using OSVRģ4 Fast and Easy Collision Detection for Rigid and Deformable ObjectsĬRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2019 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S.
2 VR and Media of Attraction: Design Lessons from HistoryĤ UniCAVE: A Distributed Rendering System for Unit圓Dĥ Using the Kinect for Head-Tracked Perspective and Pointing in Stationary VR DisplaysĦ The Vehicle Pattern for Simplifying Cross-Platform Virtual Reality DevelopmentĨ Greyhouse: Building the Neighborhood Coffee Shop in Unreal Engine for VRĩ Bridging Scientific Visualization and Unreal VRġ0 Brownboxing: The Secret to Rapid VR Prototypingġ1 Bi-Manual Interaction for Manipulation, Volume Selection, and Travel: Using the Leap Motion, Game Controllers and Mobile Devicesġ2 Effortless 3D Selection through Progressive Refinementġ4 From Painting to Widgets, 6-DOF and Bimanual Input Beyond Pointingġ5 Making Virtual Reality Social: Getting Virtual Humans into Your Virtual Environmentġ7 Avatar Embodiment, Behavior Replication, and Kinematics in Virtual Realityġ8 Recording and Replaying Virtual Environments for Development and Diagnosisġ9 Capturing Cinematic Shots of Virtual Reality Scenes in UnityĢ0 A Stereoscopic 3D View for Virtual Reality SpectatorsĢ1 The Utility of Virtual Reality for Science and EngineeringĢ2 Immersion and Visualizing Artistic Spaces in Virtual RealityĢ3 Embodied Montage: Constructing Meaning in Virtual RealityĢ4 Omnidirectional Stereoscopic Projections for VRĢ6 Check Your Work: Evaluating VE Effectiveness Using PresenceĢ7 Misperception of Self-motion and Its Compensation in Virtual RealityĢ8 Exploring Large Environments with Redirected WalkingĢ9 Building and Interfacing Input and Output Devicesģ0 A Tinkerer’s Perspective on VR Displays