![]() ![]() Avatars at work and play: Collaboration and interaction in shared virtual environments. The social life of avatars: Presence and interaction in shared virtual environments. Nature Reviews Neuroscience, 6 (4), 332-339. From presence to consciousness through virtual reality. Cambridge University Press, Cambridge, UK. The Virtual Community: Homesteading on the Electronic Frontier, Addison-Wesley. 7102, The SIMNET Network and Protocols, BBN Systems and Technologies, Cambridge, MA, July 1989. Proceedings of the Seventh International Conference on Information Visualization, 115-118. OpenSimulator, ¿¿, accessed December 1, 2008. Virtual combat: A guide to distributed interactive simulation. A brief history of the future: Origins of the Internet. Developing online games: An insider's guide. Available online: ¿ lessons.html¿, accessed December 1, 2008. ![]() The Lessons of Lucasfilm's Habitat, The First International Conference on Cyberspace, Austin, TX, USA. The mud genealogy project, ¿ MudGenealogyProject¿, accessed November 28, 2008. Ethernet: Distributed packet switching for local computer networks. High score! The illustrated history of electronic games (2nd ed.). Presence: Teleoperators and Virtual Environments, 9 (1), 52-68. Interest management in large-scale virtual environments. IEEE Computer Graphics and Applications, 15 (5), 38-45. Exploiting reality with multicast groups. Presence: Teleoperators and Virtual Environments, 3 (4), 265-287. Npsnet: A network software architecture for largescale virtual environments. Macedonia, M., Zyda, M., Pratt, D., et al.Available online: ¿¿, accessed November 11, 2009. A classification of MUDs The Journal of Virtual Environments, 2, 2. International Standard, ANSI/IEEE Std 1278-1993, Standard for Information Technology, Protocols for Distributed Interactive Simulation, March 1993. IEEE (Institute of Electrical and Electronics Engineers) (1993).SIGGRAPH Computer Graphics, 28 (2), 93-96. Game development essentials: Online game development. Simon & Schuster, Touchstone, NewYork, NY. Where wizards stay up late: The origins of the Internet. Technological Forecasting and Social Change, 57, 7-34. The learning curves underlying convergence. Presence: Teleoperators and Virtual Environments, 10(1), 109-127. Frécon, E., Smith, G., Steed, A., et al.Mapping peer-to-peer networks, ¿ m.dodge/cybergeography/maps/maps26.html¿, accessed November 28, 2008. Department of Defense Game Developers Community, ¿¿/, accessed November 28, 2008. Proceedings of SIGGRAPH ' 93 Computer Graphics Conference, ACM SIGGRAPH, August 1993, 135-142. Surround-screen projection-based virtual reality: The design and implementation of the CAVE. Available online: ¿¿, Accessed November 28, 2008. IEEE Transactions on Communications, 22 (5), 637-648. A protocol for packet network intercommunication. Graphics and Applications, 20 (5), 12-15. NPSNET-V: A new beginning for dynamically extensible virtual environments. Capps, M., McGregor, D., Brutzman, D., et al.IEEE Transactions on Communications, 28 (4), 612-624. Boggs, D., Shoch, J., Taft, E., et al.Reality built for two: A virtual reality tool Proceedings of the 1990. Blanchard, C., Burgess, S., Harvill, Y., et al. ![]() Weaving the web: Origins and future of the world wide web. Case studies describing real-world systems show how requirements and constraints can be managed. The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments. Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |