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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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