Virtual Worlds on the Internet
Software Engineering Best Practices
1. Auflage Dezember 1998
320 Seiten, Softcover
Wiley & Sons Ltd
In recent years, computer graphics has evolved into four major
disciplines: computer animation, image processing, visualization,
and virtual reality. Now these technologies are converging into one
seamless digital medium resulting in various tools that will
transform the way we work in the next century.
Virtual Worlds on the Internet examines how the latest developments
in virtual environments, computer animation, communication
networks, and the Internet are being configured to create
revolutionary tools and systems. Vince and Earnshaw have selected
twenty papers they believe will influence computer systems of the
twenty-first century.
The topics discussed in this book include:
* A toolkit for the development of virtual environment applications
for education and research
* Behavior descriptions used in expansive virtual
environments.
* Different uses of VRML in information system interfaces.
* An examination of research in virtual reality environment
interfaces.
* Five approaches to supporting changes in virtual
environments.
* How ATM networks can support multi-user 3D virtual
environments.
* The transmission of vector graphics and animations over
narrow-band transmission channels.
* An exploration of an implicit modeling system including an
interactive editor for building models.
* A description of the advantages of 3D environments for shopping
applications on the Internet.
* The prototype of a software tool that automatically generates 3D
models of virtual supermarkets.
* A "VR Workbench" that displays strategic information viewable by
a user groups.
* An overview of a VR display system describing its workbench
technology and its applications.
* How to separate the functionality of a multi-user 3D modeling
system into functional tools with interface specifications.
Chapter 1: Data Flow Languages for Immersive Virtual Environments
(Anthony Steed, Department of Computer Science, University College
London).
Chapter 2: VRML Interfaces to Information Systems (Christine Clark
and Adrian F. Clark, VASE Laboratory, University of Essex).
Chapter 3: VRML: A Designer's View (Stephen Boyd Davis, Centre for
Electronic Arts, Middlesex University;
Helena Athoussaki, BT Laboratories).
Chapter 4: Ulysse: An Interactive Spoken Dialogue Interface to
Navigate in Virtual Worlds (Christopher Godereaux, Pierre-Olivier
El Guedj, Frederic Revolta, and Pierre Nugues, Institut des
Sciences de la Matiere et du Rayonnement).
Chapter 5: Information Drill-Down Using Web Tools (Mikael Jern,
AVS/UNIRAS).
Chapter 6: Generic Uses of Real World Data in Virtual Environments
(M.W. Wright, G.C. Watson, and R.L. Middleton, Edinburgh Virtual
Environment Centre, University of Edinburgh).
Chapter 7: A Generic Functional Architecture for the Development of
Multiuser 3-D Environments (Tao Lin and Kevin Smith, CSIRO
Mathematical and Information Sciences).
Chapter 8: Strategies for Mutability in Virtual Environments (Ben
Anderson and Andrew McGrath, BT Laboratories).
Chapter 9: Bringing the MBone to Web Users (Adrian F. Clark, VASE
Laboratory, University of Essex).
Chapter 10: Handling of Dynamic 2-D/3-D Graphics in Narrow-Band
Mobile Services (C. Belz, H. Jung, L. Santos, and R. Strack,
Computer Graphics Center (ZGDV);
P. Latva-Rasku, Nokia Research Center (NRC).
Chapter 11: Realistic Avatars and Autonomous Virtual Humans in
VLNET Networked Virtual Environments (Tolga K. Capin and Daniel
Thalmann, Computer Graphics Laboratory, Swiss Federal Institute of
Technology;
Igor Sunday Pandzic and Nadia Magnenat Thalmann, MIRALab,
University of Geneva).
Chapter 12: Interactive Cloth Simulation: Problems and Solutions
(Pascal Volino and Nadia Magnenat Thalmann, MIRALab, University of
Geneva).
Chapter 13: The Blob Tree: Implicit Modelling and VRML (Brian
Wyvill and Andrew Guy, Department of Computer Science, University
of Calgary).
Chapter 14: Automatic Generation of Virtual Worlds for Electronic
Commerce Application on the Internet (Klaus M. Bauer, Computer
Graphics Center (ZGDV e.V.).
Chapter 15: A Case Study in the Use of VRML 2.0 for Marketing a
Product (Nick D. Burton, Alistair C. Kilgour, and Hamish Taylor,
Department of Computing and Electrical Engineering, Heriot-Watt
University).
Chapter 16: A Virtual Environment for Collaborative Administration
(D. England, Connect Centre, University of Liverpool;
W. Prinz, GMD FIT-CSCW Institute;
K. Simarian and O. St?hl, Swedish Institute for Computer
Science).
Chapter 17: Collaborative Theatre Set Design across Networks (Ian
J. Palmer and Carlton M. Reeve, EIMCU, University of
Bradford).
Chapter 18: Moving the Museum onto the Internet: The Use of Virtual
Environments in Education about Ancient Egypt (William L. Mitchell,
Department of Computing, Manchester Metropolitan University).
Chapter 19: The Virtual Reality Responsive Workbench: Applications
and Experiences (Lawrence Rosenblum, James Durbin, Robert Doyle,
and David Tate, Virtual Reality Lab, Naval Research
Laboratory).
Chapter 20: Inner Space: The Final Frontier (David Leevers,
Multimedia Communications, BICC Group).
Figures in Color
Index.