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sci.virtual-worlds Reference FAQ
Section - -2- VR Books to get you started

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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.

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