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  1. 1

    The VRML 2.0 sourcebook by Ames, Andrea L.

    Published 1997
    Table of Contents: “…Introduction to VRML -- Key Concepts -- Building and Grouping Predefined Shapes -- Building Text Shapes -- Positioning Shapes -- Rotating Shapes -- Scaling Shapes -- Animating Position, Orientation, and Scale -- Sensing Viewer Actions -- Controlling Appearance with Materials -- Grouping Nodes -- Inlining Files -- Building Shapes with Points, Lines, and Faces -- Building Elevation Grids -- Building Extruded Shapes -- Binding Colors to Points, Lines, Faces, and Coordinates -- Mapping Textures -- Controlling Texture Mapping -- Controlling Shading -- Lighting Your Worlds -- Creating Shiny Shapes Using Materials -- Adding a Background -- Adding Fog -- Adding Sound -- Controlling Detail -- Controlling the Viewpoint -- Sensing Viewer Proximity -- Adding Anchors -- Providing Information About Your Worlds -- Creating Program Scripts -- Creating New Node Types -- App. …”
    Book
  2. 2

    The SIJORI cross-border region transnational politics, economic and culture

    Published 2016
    Book
  3. 3

    The VR book human-centered design for virtual reality by Jerald, Jason

    Published 2016
    Table of Contents: “…Adverse health effects -- Motion sickness -- Scene motion -- Motion sickness and vection -- Theories of motion sickness -- A unified model of motion sickness -- Eye strain, seizures, and aftereffects -- Accommodation-vergence conflict -- Binocular-occlusion conflict -- Flicker -- Aftereffects -- Hardware challenges -- Physical fatigue -- Headset fit -- Injury -- Hygiene -- Latency -- Negative effects of latency -- Latency thresholds -- Delayed perception as a function of dark adaptation -- Sources of delay -- Timing analysis -- Measuring sickness -- The Kennedy simulator sickness questionnaire -- Postural stability -- Physiological measures -- Summary of factors that contribute to adverse effects -- System factors -- Individual user factors -- Application design factors -- Presence vs. motion sickness -- Examples of reducing adverse effects -- Optimize adaptation -- Real-world stabilized cues -- Manipulate the world as an object -- Leading indicators -- Minimize visual accelerations and rotations -- Ratcheting -- Delay compensation -- Motion platforms -- Reducing gorilla arm -- Warning grids and fade-outs -- Medication -- Adverse health effects: design guidelines -- Hardware -- System calibration -- Latency reduction -- General design -- Motion design -- Interaction design -- Usage -- Measuring sickness --…”
    Book