Creating and Using Virtual Reality a Guide for the Arts and Humanities (AHDS Guides to Good Practice Series)

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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 organisations 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.
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Product Details

  • ISBN-13: 9781842170403
  • Publisher: Oxbow Books
  • Publication date: 6/1/2003
  • Series: AHDS Guides to Good Practice Series
  • Pages: 128
  • Product dimensions: 6.76 (w) x 9.24 (h) x 0.31 (d)

Table of Contents

Sect. 1 Overview and Objectives 1
Sect. 2 Virtual Reality: History, Philosophy and Theory 5
Sect. 3 Virtual Reality Methods and Techniques 13
Sect. 4 Collaborative Virtual Environments 31
Sect. 5 Documenting Data from a Virtual Reality Project 37
Sect. 6 Archiving Virtual Reality Projects 45
Sect. 7 Resource Discovery 54
App. 1 Author Biographies 58
App. 2 Documentation Checklist 60
App. 3 Information Standards 65
Glossary 67
Bibliography and Web References 76
The Virtual Reality Case Study Library 80
Case Study 1 Brancusi's Mademoiselle Pogany at the Philadelphia Museum of Art 82
Case Study 2 Exorcising the Flesh 85
Case Study 3 Virtual Saltburn by the Sea: Creative Content Design for Virtual Environments 89
Case Study 4 Learning Sites 102
Case Study 5 Virtual Wroxeter: Roman Fortress 105
Case Study 6 Quest for Canturbury's Lost Roman Temple and Metadata Case Study 107
Case Study 7 Cyberaxis 112
Case Study 8 Building Babell II 114
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