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    Practical Considerations for Setting Up A Virtual Reality System for Virtual Prototyping

    Source: Journal of Computing and Information Science in Engineering:;2003:;volume( 003 ):;issue: 003::page 266
    Author:
    Joseph P. De Kroon
    ,
    ASME Student Mem.
    ,
    Bert Bras
    ,
    ASME Mem.
    DOI: 10.1115/1.1599365
    Publisher: The American Society of Mechanical Engineers (ASME)
    Abstract: As smaller companies in a wider range of industries seek to implement virtual reality (VR) in their product development cycles, they are presented with a wide range of choices for commercial off-the-shelf hardware and software components that make up a virtual reality system. In this article, results and learning from efforts in an industry project (as well as from our continued work in this field of research) are shared, which are expected to be of practical use for the engineer in industry or researcher in academia who wishes to use VR for virtual prototyping. Some findings are presented about what VR is and is not, and advice is provided about selecting a candidate application and selecting VR system components, suggesting a list of criteria by which VR system components may be compared and selected.
    keyword(s): Computer software , Virtual reality , Navigation , Computers , Hardware , Product development AND Visualization ,
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      Practical Considerations for Setting Up A Virtual Reality System for Virtual Prototyping

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    http://yetl.yabesh.ir/yetl1/handle/yetl/128046
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    contributor authorJoseph P. De Kroon
    contributor authorASME Student Mem.
    contributor authorBert Bras
    contributor authorASME Mem.
    date accessioned2017-05-09T00:09:38Z
    date available2017-05-09T00:09:38Z
    date copyrightSeptember, 2003
    date issued2003
    identifier issn1530-9827
    identifier otherJCISB6-25932#266_1.pdf
    identifier urihttp://yetl.yabesh.ir/yetl/handle/yetl/128046
    description abstractAs smaller companies in a wider range of industries seek to implement virtual reality (VR) in their product development cycles, they are presented with a wide range of choices for commercial off-the-shelf hardware and software components that make up a virtual reality system. In this article, results and learning from efforts in an industry project (as well as from our continued work in this field of research) are shared, which are expected to be of practical use for the engineer in industry or researcher in academia who wishes to use VR for virtual prototyping. Some findings are presented about what VR is and is not, and advice is provided about selecting a candidate application and selecting VR system components, suggesting a list of criteria by which VR system components may be compared and selected.
    publisherThe American Society of Mechanical Engineers (ASME)
    titlePractical Considerations for Setting Up A Virtual Reality System for Virtual Prototyping
    typeJournal Paper
    journal volume3
    journal issue3
    journal titleJournal of Computing and Information Science in Engineering
    identifier doi10.1115/1.1599365
    journal fristpage266
    journal lastpage271
    identifier eissn1530-9827
    keywordsComputer software
    keywordsVirtual reality
    keywordsNavigation
    keywordsComputers
    keywordsHardware
    keywordsProduct development AND Visualization
    treeJournal of Computing and Information Science in Engineering:;2003:;volume( 003 ):;issue: 003
    contenttypeFulltext
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    DSpace software copyright © 2002-2015  DuraSpace
    نرم افزار کتابخانه دیجیتال "دی اسپیس" فارسی شده توسط یابش برای کتابخانه های ایرانی | تماس با یابش
    yabeshDSpacePersian