Top Document: sci.virtual-worlds Reference FAQ Previous Document: -1- What are the related VR WWW pages? Next Document: -3- VR Magazines and Journals to get you started See reader questions & answers on this topic! - Help others by sharing your knowledge Adams, L. (1994). Visualization & VIrtual Reality--3D Programming with Visual Basic for Windows. New York, NY: WIndcrest/McGrawHill. Aukstakalnis, S. and Blatner, D. (1992). Silicon Mirage: The Art & Science of Virtual Reality. Berkeley, CA: Peachpit Press. Ames, A.L., Nadeau, D.R. and Moreland, J. The VRML Sourcebook. New York, NY: John Wiley & Sons. Angel, E. (1997). Interactive 3D Graphics: A Top-Down Approach with Open GL. New York, NY: Addison Wesley. Badler, N. I., Phillips, C. B., and Webber, B. L. (1993). Virtual Humans and Simulated Agents. New York, NY: Oxford University Press. Barfield, W. and Furness, T. (Eds.). (1995). Virtual Environments and Advanced Interface Design. Oxford, UK: Oxford University Press. Begault, D. (1994). 3-D Sound for Virtual Reality and Multi-Media Applications. San Diego, CA: Academic Press. Benedikt, M. L. (Ed.). (1991). Cyberspace: First Steps. Cambridge, MA: MIT Press. Bertol, D. (1997). Designing Digital Space: An Architect's Guide to Virtual Reality. New York, NY: John Wiley & Sons. Biocca, F. and Levy, M. R. (Eds.). (1994). Communication in the Age of Virtual Reality. Hillsdale, NJ: Lawrence Erlbaum Associates. Burdea, G. (1996). Force & Touch Feedback for Virtual Reality. New York: John Wiley & Sons. Brown,R., Earnshaw, R., Jern, M. and Vince, J. (1995). Visualization. New York, NY: John Wiley and Sons. Burdea, G. and Coiffet, P. (1994). Virtual Reality Technology. New York, NY: John Wiley and Sons. Carr, K. and England, R. (Eds). (1995). Simulated and Virtual Realities: Elements of Perception. Hampshire, UK: Taylor and Francis. Chorafas, D. N. and Steinmann, H. (1995). Virtual Reality: Practical Applications in Business and Industry. Indianapolis, IN: Prentice Hall. Committee on Virtual Reality Research and Development, National Reseach Council. (1994). Virtual Reality: Scientific and Technological Challenges. Washington, DC: National Academy Press. Cooper, et al. (1994). Virtual Reality Tracking Technology. San Diego, CA: Academic Press. Earnshaw, R., Jones, H. and Gigante, M. (1993). Virtual Reality Systems. Orlando, Fl: Academic Press. Earnshaw, R., Vince, J. and Jones, H. (1995). Virtual Reality Applications. London: Academic Press. Eddings, J. (1994). How Virtual Reality Works. Emeryville, CA: Ziff-Davis Press. Ellis, S. R. (Ed.). (1991). Pictorial Communication in Virtual and Real Environments (2nd ed). London: Taylor and Francis. Fishwick, P. (1995). Simulation Model Design & Execution: Building Digital Worlds. Indianapolis, IN: Prentice Hall. Glassner, A. S. (1994). Principles of Digital Image Synthesis. San Mateo, CA: Morgan-Kaufmann. Gradecki, J. (1994). The Virtual Reality Construction Kit. New York, NY: John Wiley and Sons. Gradecki, J. (1994). Virtual Reality Programmer's Kit. New York, NY: John Wiley and Sons Heim, M. (1993). The Metaphysics of Virtual Reality. New York: Oxford University Press. Helsel, S. K. and Roth, J. P. (Eds.). (1990). Virtual Reality Practice, Theory, and Promise. Westport, CT: Meckler Publishing. Hollands, R. (1996). The Virtual Reality Homebrewer's Handbook. New York, NY: John Wiley & Sons. Jacobson, L. (1993). Garage Virtual Reality. Indianapolis, IN: Sams Publishing. Jacobson, L. (Ed.). (1992). Cyberarts: Exploring Art & Technology. San Francisco, CA: Miller Freeman, Inc. Kalawsky, R. (1993). The Science of Virtual Reality and Virtual Environments. Reading, MA: Addison-Wesley. Krueger, M. (1991). Artificial Reality II. Reading, MA: Addison-Wesley. Latham, R., (1995). The Dictionary of Computer Graphics and Virtual Reality," New York: Springer-Verlag. Laurel, B. (1991). Computers as Theatre. Reading, MA: Addison- Wesley. Loeffler, C. E. and Anderson, T. (Eds.). (1994). The Virtual Reality Casebook. New York, NY: Van Nostrand Reinhold. Leston, J., Ring, K. and Kyral, E. (1996). Virtual Reality: Business Aplications, Markets and Opportunities. Videotape available through Look Multimedia. MacDonald, L. and Vince, J. (1993). Interacting with Virtual Environments. New York, NY: John Wiley and Sons, Inc. McAllister, D. F. (Ed.). (1993). Stereo Computer Graphics and Other True 3D Technologies. Princeton, NY: Princeton University Press. McLellan, H. (1994). Virtual Reality: Case Studies in Design for Collaboration & Learning. Westport, CT: Meckler Corp. Melzer, J.E. and Moffitt, K. W. (1997). Head-Mounted Displays: Designing for the User. New York,NY: McGraw Hill. Moser, M. A. with MacLeod, D. (1995). Immersed in Technology: Art and Virtual Environments. Cambridge, MA: MIT Press. Panos, G. (1995). Virtual Reality Sourcebook. Perelman, B. (1993). Virtual Reality. New York, NY: Segue Books. Pesce, Mark. (1995). VRML Browsing and Building Cyberspace Pimentel, K. and Teixeira, K. (1993). Virtual Reality: Through the New Looking Glass (2nd ed.). New York, NY: Intel/Windcrest/McGraw Hill. Rheingold, H. (1991). Virtual Reality: Exploring the Brave New Technologies. New York, NY: Simon and Schuster Trade. Roehl, B. (1994). Playing God, Creating Virtual Worlds. Corte Madera, CA: Waite Group Press. Roehl, S., Bernie, R. and Eagan, J. (1993). Virtual Reality Creations: Create & Program Virtual Worlds on Your PC. Corte Madera, CA: Waite Group Press. Rothman, P. (1994). Intelligent Agents, Artificial Intelligence & Virtual Reality. Indianapolis, IN: Sams Publishing. Sheridan, T. B. (1992). Telerobotics, Automation, and Human Supervisory Control. Cambridge, MA and London: The MIT Press. Stuart, Rory (1996). The Design of Virtual Environments. New York: McGraw-Hill Thalmann, N. and Thalmann, D. (1991). New Trends in Animation and Visualization. New York, NY, USA: Wiley. Thalmann, N. and Thalmann, D. (1993). Virtual Worlds and Multimedia. New York, NY, USA: Wiley. Thalmann, N. and Thalmann, D. (1994). Artificial Life and Virtual Reality. New York, NY, USA: Wiley. Vince J. Virtual Reality Systems. Reading, MA: Addison-Wesley Warwick, K., Gray, J. and Roberts, D. (Eds.) (1993). Virtual Reality in Engineering. Piscataway, NJ: IEEE. Watson, M. (1996). AI Agents in Virtual Reality Worlds: Programming Intelligent VR in C++ Wexelblat, A. (1993). Virtual Reality: Applications and Explorations. Orlando, FL: Academic Press. White, J. (1996). Designing 3D Graphics: How to Create Real-Time 3D Models for Games & Virtual Reality. New York, NY: John Wiley & Sons. Wilson, J.R., D'Cruz, M.D., Cobb, S.V.G. and Eastgate, R.M. (1995). Virtual Reality for Industrial Application: Opportunities and Limitations. Nottingham: Nottingham University Press. Then, you can't forget science fiction! Besher, A. (1994). "RIM: A Novel of Virtual Reality". New York, NY: HarperCollins West. Card, Orson Scott. (1991). "Ender's Game." New York, NY: Tom Doherty Associates. ISBN: 0-812-51349-5. Gibson, William. (1984). "Neuromancer." New York, NY: ACE Science Fiction. ISBN: 0-553-28174-7. Gibson, William. (1993). "Virtual Light." New York: Bantam Books. ISBN: 0-553-07499-7. Jacobson, Karie (Ed.) (1993). "Simulations: 15 Tales of Virtual Reality." New York, NY: Citadel Press. Stephenson, Neal. (1992). "Snow Crash." New York: Bantam Books. Vinge, Vernor. (1987). "True Names...and Other Dangers." New York, NY: Baen. User Contributions:Top Document: sci.virtual-worlds Reference FAQ Previous Document: -1- What are the related VR WWW pages? Next Document: -3- VR Magazines and Journals to get you started Single Page [ Usenet FAQs | Web FAQs | Documents | RFC Index ] Send corrections/additions to the FAQ Maintainer: "Sci.Virtual-Worlds" <scivw@hitl.washington.edu>
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