What Is the Connection Between Multimedia and Virtual Reality?
Multimedia technology and virtual reality comprehensively introduce the basic concepts, main technologies and applications of multimedia technology and virtual reality technology, and also introduce the latest achievements of these two technologies, their mutual relationship and future development direction. In addition, this book also gives a lot of examples to help readers have a more practical and in-depth understanding of this field.
Multimedia technology and virtual reality
- By studying this book, readers can master the necessary knowledge in this field, learn to use the corresponding software tools to develop multimedia and virtual reality systems, and be able to independently use multimedia and virtual reality technologies to solve practical problems. Therefore, this book has strong practicality, advanced nature and operability.
- This book can be used as a textbook for "multimedia technology" and "virtual reality technology" courses for non-computer undergraduates and graduate students in ordinary colleges and universities. It can also be used by other colleges and universities and those engaged in the research, development, and application of multimedia and virtual reality technology reference. The cover of this book is affixed with an anti-counterfeiting label from Tsinghua University Press. [1]
- The first part of multimedia technology Chapter 1 multimedia technology foundation 3
- 1.1 Basic Concepts of Multimedia 3
- 1.1.1 Definition of Multimedia 3
- 1.1.2 Multimedia technology and its characteristics 6
- 1.1.3 Media Elements and Their Features in Multimedia 6
- 1.2 Application and Development of Multimedia Technology 8
- 1.2.1 Application of Multimedia Technology 8
- 1.2.2 Development Direction of Multimedia Technology 8
- 1.3 Key Multimedia Technologies 9
- 1.3.1 Video / Audio Data Compression / Decompression Technology 9
- 1.3.2 Multimedia Special Chip Technology 11
- 1.3.3 Large-capacity information storage technology 11
- 1.3.4 Multimedia Input and Output Technology 13
- 1.3.5 Multimedia Software Technology 13
- 1.3.6 Multimedia Communication Technology 14
- 1.3.7 Virtual Reality Technology 14
- 1.4 Computer Representation of Multimedia Information 14
- 1.4.1 The basic format of sound files 14
- 1.4.2 Images and Image File Formats 15
- 1.4.3 Video and Animation File Formats 16
- 1.5 Multimedia Data Compression Technology 16
- 1.5.1 Redundancy Types of Multimedia Data 16
- 1.5.2 Data Compression Method 17
- 1.5.3 International Standards for Video Coding 18
- 1.6 Multimedia and the Internet 18
- 1.6.1 Multimedia Information on the Internet 18
- 1.6.2 Transmission of Multimedia Information 19
- 1.6.3 Application of Multimedia Communication 19
- Chapter Summary 20
- Chapter 2 Multimedia Hardware and Software Environments 22
- 2.1 Composition Structure of Multimedia Computer System 22
- 2.1.1 Multimedia Hardware System 22
- 2.1.2 Multimedia driver software 24
- 2.1.3 Multimedia Operating System 24
- 2.1.4 Multimedia data processing software 24
- 2.1.5 Multimedia Authoring Software 24
- 2.1.6 Multimedia Application System 24
- 2.2 The multimedia environment of Windows 25
- 2.2.1 Multimedia Extensions for Windows 25
- 2.2.2 Windows XP Multimedia Applications 26
- 2.3 Multimedia Audio 28
- 2.3.1 Waveform Audio 28
- 2.3.2 MIDI Audio 31
- 2.3.3 CD-DA turntable 33
- 2.3.4 Sound Card 34
- 2.3.5 Sound reduction equipment 35
- 2.3.6 Speech recognition technology 36
- 2.4 Multimedia Video 37
- 2.4.1 Representation and Conversion of Video's Color Space 37
- 2.4.2 Analog Video Standards
- 2.4.3 Digital Video 39
- 2.4.4 Video Capture Card 40
- 2.5 Multimedia Optical Memory 40
- 2.5.1 Overview of Optical Storage Technology 41
- 2.5.2 CD-ROM System
- 2.6 Multimedia I / O Devices
- 2.6.1 Scanners
- 2.6.2 Digital Camera 47
- 2.6.3 Digital Video Cameras
- 2.6.4 Color Printers
- CD-R and CD-R Burners
- Chapter Summary 51
- Chapter 3 Editing and Production of Multimedia Materials 52
- 3.1 Text Production 52
- 3.1.1 Text and Graphic Text 52
- 3.1.2 Text Input Method 52
- 3.1.3 Text Editing
- 3.2 Production of Audio Data 53
- 3.2.1 Preparing Audio Data
- 3.2.2 Introduction to Audio Editing Software AdobeAudition 53
- 3.3 Creation of Image Data 58
- 3.3.1 Image Acquisition and Storage 58
- 3.3.2 Introduction to Photoshop Image Production and Processing Software 59
- 3.4 Video Data Production 75
- 3.4.1 Digital Video Basics 75
- 3.4.2 Video Acquisition and Editing
- 3.4.3 Formats of Common Video Files
- 3.4.4 Overview of Video Data Production Software AdobePremierePro 77
- 3.5 Animation Editing and Production 82
- 3.5.1 Applications of Animations
- 3.5.23DSMAX883
- 3.5.3Flash886
- Chapter Summary 90
- Chapter 4 Multimedia Application System and Multimedia Technology
- Development direction 92
- 4.1 Multimedia Database and Retrieval System 92
- 4.1.1 The Multimedia Database
- 4.1.2 Retrieval Methods of Multimedia Databases
- 4.2 Multimedia Distance Education System 100
- 4.2.1 The Concept of Multimedia Distance Education
- 4.2.2 Composition of Multimedia Distance Education System 101
- 4.2.3 Main Functions of Multimedia Distance Education System
- 4.3 Multimedia Communication Systems
- 4.3.1 Overview of Multimedia Communication Systems
- 4.3.2 Multimedia Conferences
- 4.3.3 IP Phones
- 4.4 Development Direction of Multimedia Technology 108
- 4.4.1 Data Compression Techniques
- 4.4.2 Smart Interactive Devices
- 4.4.3 Integration of various multimedia technologies
- Chapter Summary 110
- Part two virtual reality technology
- Chapter 5 Basics of Virtual Reality 113
- 5.1 Basic Concepts of Virtual Reality 113
- 5.1.1 Definition of Virtual Reality
- 5.1.2 Features of Virtual Reality 113
- 5.1.3 Types of Virtual Reality
- 5.2 Historical Development of Virtual Reality
- 5.3 Key Technologies of Virtual Reality
- 5.3.1 Vision Technology
- 5.3.2 Hearing Technology 118
- 5.3.3 Haptic Technology 118
- 5.4 Production and Application of Virtual Reality 119
- 5.4.1 Virtual Reality Production Methods 119
- 5.4.2 Virtual Reality Production Tools 120
- 5.5 Major Equipment and Products of Virtual Reality 120
- 5.5.1 Major Devices of Virtual Reality 121
- 5.5.2 Major Market Products 124
- 5.6 Major Applications of Virtual Reality 125
- Chapter Summary 127
- Chapter 6 Hardware Devices for Virtual Reality 128
- 6.1 Sensor hardware devices 128
- 6.1.1 Sensing gloves 128
- 6.1.2 Data Clothing
- 6.2 Stereo display equipment
- 6.2.1 Stereo glasses
- 6.2.2 Helmet Display 134
- 6.2.3 Stereo Projection
- 6.2.4 Three-Dimensional Displays
- 6.3 Acoustic equipment 143
- 6.3.1 Synthesis of 3D Virtual Sounds
- 6.3.2 Sound Hardware Devices
- 6.4 Interactive Devices
- 6.4.1 3D Positioning Tracker
- 6.4.2 The Three-Dimensional Mouse
- 6.4.3 Tactile and Force Feedback Devices
- Chapter Summary 160
- Chapter 7 Modeling and Development Software for Virtual Reality 161
- 7.1 Geometric Modeling of Virtual Reality
- 7.1.1 Geometric Modeling Methods
- 7.1.2 Shape Determination
- 7.1.3 Appearance Processing
- 7.2 Motion Modeling for Virtual Reality
- 7.2.1 Object Position
- 7.2.2 Object Hierarchy
- 7.2.3 Observation Methods
- 7.3 Physical Modeling of Virtual Reality
- 7.3.1 Physical Modeling Methods
- 7.3.2 Collision Detection
- 7.3.3 Surface Deformation
- 7.3.4 Force Calculation
- 7.3.5 Force Smoothing and Mapping
- 7.3.6 Haptic Texture Mapping
- 7.4 Behavioral Modeling of Virtual Reality
- 7.4.1 Definition of Behavioral Agents
- 7.4.2 Behavioral Modeling Methods
- 7.4.3 Modeling Behavioral Agents
- 7.5 Virtual Reality Modeling Language 172
- 7.5.1 VRML Overview
- 7.5.2 VRML Editor and Scene Browser 174
- 7.5.3 VRML File System
- 7.5.4 VRML Modeling Methods
- 7.6 Virtual Reality Development Tools 205
- 7.6.1 WTK Overview
- 7.6.2 Structure and Management of WTK
- Chapter Summary 211
- 8. Virtual Reality Applications
- 8.1 Military applications
- 8.1.1 Purpose of military applications
- 8.1.2 Fields of Military Application
- 8.1.3 Examples of military applications
- 8.2 Aerospace applications 215
- 8.2.1 Purpose of Aerospace Applications
- 8.2.2 Examples of aerospace applications
- 8.3 Computer Aided Design
- 8.3.1 Virtual Prototyping
- 8.3.2 Virtual Building Design and Urban Planning 219
- 8.4 Surgery and Simulation of Human Organs 220
- 8.4.1 Virtual Surgery System 220
- 8.4.2 Virtual Human Organs
- 8.5 Visualization of Scientific Research and Computing 221
- 8.5.1 Concepts of Information Visualization
- 8.5.2 Virtual Molecular Structure Model
- 8.5.3 Seismic petroleum exploration data processing 222
- 8.5.4 Visualization of Volume Data
- 8.6 Education, games and others 223
- 8.6.1 Virtual Campus 223
- 8.6.2 Virtual Teaching and Experiments
- 8.6.3 Virtual Museum
- 8.6.4 Virtual Reality Games
- Chapter Summary 224
- References 225
- The market demand is great, but the supply side is slightly insufficient, especially with core intellectual property rights, not many companies with strong technology, and the industry as a whole lacks brand effects. Aweiweidao calls on industry companies to make joint efforts, especially to give play to the flawless R & D spirit, further improve R & D capabilities, reduce costs, truly solve customers' practical difficulties, strictly control quality, and provide the most reliable products and technologies. [2]