| Basics of Designing Virtual Reality Systems | p. 1 |
| Introduction: Virtual Reality in a Nutshell | p. 3 |
| What Is Virtual Reality? | p. 3 |
| Goals and Applications of Virtual Reality | p. 3 |
| Two Pillars of VR: Presence and 3D Multimodal Interaction | p. 5 |
| Building a Virtual Reality System | p. 8 |
| About This Book | p. 10 |
| Final Notes | p. 11 |
| Acknowledgments | p. 12 |
| Summary and Pondering Points | p. 12 |
| Requirements Engineering and Storyboarding | p. 14 |
| Example: Ship Simulator Design | p. 19 |
| Summary and Pondering Points | p. 26 |
| Object and Scene Modeling | p. 27 |
| Object Modeling | p. 27 |
| Scene Construction | p. 36 |
| Object Placement | p. 36 |
| Multiple Frames of Reference | p. 42 |
| Re-Expressing Coordinates | p. 43 |
| Function and Behavior Modeling | p. 47 |
| Ship Simulator Example Revisited | p. 49 |
| Summary and Pondering Points | p. 50 |
| Putting It All Together | p. 53 |
| Example Continued: Ship Simulator, Level 2 Design | p. 56 |
| Summarry and Pondering Points | p. 65 |
| Performance Estimation and System Tuning | p. 66 |
| Tuning with LOD Models | p. 66 |
| Presence/Special Effects | p. 67 |
| Using Images and Textures | p. 68 |
| Summary and Pondering Points | p. 73 |
| Creating the Virtual Reality | p. 75 |
| Output Display | p. 77 |
| The Human Visual System | p. 77 |
| Human Depth Perception and Stereoscopy | p. 81 |
| Visual Display Systems | p. 88 |
| Human Aural System | p. 98 |
| Aural Display Systems | p. 103 |
| Haptics | p. 105 |
| Stimulation of Other Modalities I | p. 108 |
| Summary and Pondering Points | p. 113 |
| Sensors and Input Processing | p. 115 |
| Trackers | p. 116 |
| Event Generators | p. 118 |
| Sensor Errors and Calibration | p. 120 |
| Summary and Pondering Points | p. 121 |
| 3D Multimodal Interaction Design | p. 122 |
| Why Go 3D Multimodal? | p. 122 |
| Structured Approach to Interaction/Interface Design | p. 123 |
| Metaphors | p. 125 |
| Interface Design | p. 126 |
| Multimodality | p. 128 |
| Case Studies | p. 130 |
| Ship Simulator | p. 130 |
| Immersive Authoring | p. 131 |
| Tabletop Computing | p. 134 |
| Selection and Manipulation | p. 137 |
| Navigation | p. 142 |
| Menu Selection and Invocation | p. 143 |
| Whole Body Interaction | p. 147 |
| Tangible Interface | p. 148 |
| Alphanumeric Input | p. 150 |
| Summary and Pondering Points | p. 152 |
| Simulation I: Collision Detection | p. 153 |
| Handling Collision | p. 153 |
| Collision Detection with Line Segment(s) | p. 155 |
| Collision Among Polygonal Models | p. 160 |
| Bounding Volumes | p. 166 |
| Building a Bounding Volume | p. 169 |
| Bounding a Volume Hierarchy | p. 172 |
| Collision Among Bounding Volumes | p. 173 |
| Summary and Pondering Points | p. 178 |
| Simulation II: Physics-Based Motion and Collision Response | p. 179 |
| Center of Gravity and Moment of Inertia | p. 179 |
| Linear and Rotational Kinematics | p. 185 |
| Laws of Motion | p. 187 |
| Dynamics | p. 191 |
| Ad Hoc Collision Response | p. 192 |
| Physics-Based Collision Response | p. 192 |
| Real-Time Simulation Renisited | p. 195 |
| Deformation | p. 196 |
| Summary and Pondering Points | p. 197 |
| Virtual Characters | p. 199 |
| Form of a Character | p. 199 |
| Motion Control | p. 200 |
| Forward Kinematics | p. 206 |
| Inverse Kinematics | p. 210 |
| Summary and Pondering Points | p. 213 |
| Epilogue | p. 215 |
| Other Areas of Virtual Reality | p. 215 |
| Is Virtual Reality Really Any Good? | p. 216 |
| Virtual Reality for Spatial Presence | p. 216 |
| References | p. 219 |
| Index | p. 227 |
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