Creating and Using Virtual Reality: A Guide for the Arts and Humanities

Creating and Using Virtual Reality: A Guide for the Arts and Humanities

by Kate Fernie
     
 

ISBN-10: 1842170406

ISBN-13: 9781842170403

Pub. Date: 06/01/2003

Publisher: Oxbow Books

The essence of virtual reality lies with computer-based three-dimensional environments. Often termed 'worlds', these conceptual models can be navigated, interacted with and updated in real-time. This Guide to Good Practice is intended for individuals and organizations who are interested in potential ways to use virtual reality within the arts and humanities. It

Overview

The essence of virtual reality lies with computer-based three-dimensional environments. Often termed 'worlds', these conceptual models can be navigated, interacted with and updated in real-time. This Guide to Good Practice is intended for individuals and organizations who are interested in potential ways to use virtual reality within the arts and humanities. It concentrates on the most widely used form of virtual reality today, desk-top virtual reality, which may be distributed and viewed on-line via the World Wide Web. In these systems virtual reality worlds run on users' desk-top computers, are displayed on a standard monitor, and navigated using a mouse or 3-D space ball and keyboard. This Guide introduces virtual reality by considering its history, philosophy and theory, and discusses good practice in planning virtual reality projects. It presents the data management and documentation procedures required to enable models to be maintained, and enjoyed by the audiences for which they are intended. It also explores strategies for archiving and considers how to avoid the loss of virtual reality models as technology changes. A virtual library of case studies illustrates some applications of virtual reality in Archaeology, Architecture, Dance, Design, Fine Art, Heritage, History, Museum Studies and Theatre. Examples of worlds which allow users to interact with each other are also presented.

Product Details

ISBN-13:
9781842170403
Publisher:
Oxbow Books
Publication date:
06/01/2003
Series:
AHDS Guides to Good Practice Series
Pages:
128
Product dimensions:
6.69(w) x 9.53(h) x 0.01(d)

Table of Contents

Acknowledgementsix
Section 1Overview and Objectives1
1.1Who is this Guide for?1
1.2Introducing virtual reality1
1.3How to use this Guide2
1.4Other Guides in the series3
Section 2Virtual Reality: History, Philosophy and Theory5
2.1What is virtual reality?5
2.2Origins of virtual reality5
2.3Flexibility and interaction6
2.4Applications8
2.5Virtual reality formats9
2.6Theoretical considerations for the development of virtual reality projects10
Section 3Virtual Reality Methods and Techniques13
3.1Introduction13
3.2Good practices for creating virtual reality13
3.3User requirements14
3.4Building the world16
3.5Hardware, testing and maintenance19
3.6Bubble worlds20
3.7Virtual Reality Modeling Language23
3.8X3D25
3.9Java and Java3D26
3.10Other environments29
Section 4Collaborative Virtual Environments31
4.1CVE technology; how does it work?31
4.2User representation32
4.3Interaction and communication33
4.4Systems overview34
4.5Active Worlds34
4.6Blaxxun35
Section 5Documenting Data from a Virtual Reality Project37
5.1Planning for the creation of digital data37
5.2Project documentation38
5.3Documenting the audience39
5.4Documenting methods and techniques40
5.5Documenting the delivery platform42
5.6Reporting project outcomes43
5.7Description of archive43
Section 6Archiving Virtual Reality Projects45
6.1Introduction to archiving virtual reality projects45
6.2Digital archiving strategies46
6.3Archiving particular virtual reality formats49
6.4Guidelines for depositing digital archives50
6.5Depositing virtual reality with the Arts & Humanities Data Service51
Section 7Resource Discovery54
7.1Access and use54
7.2Metadata and virtual reality projects54
Appendix 1Author Biographies58
Appendix 2Documentation Checklist60
Appendix 3Information Standards65
Glossary67
Bibliography and Web References76
The Virtual Reality Case Study Library80
How to locate browsers and plug-ins80
Netiquette in Collaborative Virtual Environments80
Case Study 1Brancusi's Mademoiselle Pogany at the Philadelphia Museum of Art Anthony McCall, Narrative Rooms82
Case Study 2Exorcising the Flesh Kate Allen85
Case Study 3Virtual Saltburn by the Sea: Creative Content Design for Virtual Environments Clive Fencott, University of Teeside89
Case Study 4Learning Sites102
1Northwest Palace of Ashur-nasir-pal II102
2Ancient Greece: Town and Country103
Case Study 5Virtual Wroxeter: Roman Fortress Sally Exon, University of Birmingham105
Case Study 6Quest for Canturbury's Lost Roman Temple and Metadata Case Study Nick Ryan, University of Kent107
Case Study 7Cyberaxis Michael Gerhard, Leeds Metropolitan University112
Case Study 8Building Babell II Rachael Beach114

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