====== Texts, Readings and other Resources ====== Recommended text is GutiƩrrez MA, Vexo, F, & Thalmann, D (2008) Stepping into Virtual Reality, Springer. The core readings will consist of research papers drawn from the recent literature. Some Additional Readings: * Barfield & Caudell (Eds.) (2001) Fundamentals of Wearable Computers and Augmented Reality. Laurence Erlbaum. * Barfield, W., Furness, T. (Eds) (1997) Virtual Environments and Advanced Interface Design. Oxford Univ Press. * Carlile, S. (1996) Virtual Auditory Space: Generation and Applications (Neuroscience Intelligence Unit). Landes Bioscience * Carr, K., England, R. (Eds.) (1995) Simulated and Virtual Realities: Elements of Perception. Taylor & Francis. * Chen, C. (1999) Information Visualisation and Virtual Environments. Springer Verlag. * Healey, C. (1999) SIGGRAPH'99 course notes, course 6, Fundamental issues of visual perception for effective image generation * Cutting, J. E. (1997). How the eye measures reality and virtual reality. Behavior Research Methods, Instruments, & Computers, 29(1), 27-36. * Hendy, W.R., Wells, P.N. (1997) The Perception of Visual Information. Springer Verlag. * Mallot, H.A. (2000) Computational Vision: Information Processing in Perception and Visual Behavior. MIT Press. * Palmer, S (1999) Vision Science. MIT Press. * Qvortrup, L. (Ed.) (2001) Virtual Interaction : Interaction in Virtual Inhabited 3d Worlds. Springer Verlag. * Stanney, K. (Ed.) (2002) Handbook of Virtual Environments. Laurence Erlbaum. * Sutherland, I.E. (1965). The Ultimate Display. In Proceedings of the 1965 IFIP Congress 2: 506-508. * Ware, C. (2004) Information Visualization : Perception for Design, 2nd Edition. Morgan Kaufmann Publishers. * Wilson, J. (1999). Virtual environments: Applications and applied ergonomics. Applied Ergonomics, 30(1). * Salvendy, G. (2006) Handbook of Human Factors and Ergonomics, 3rd Edition, Wiley. * Burdea, G., Coiffet, P (2003) Virtual Reality Technology, 2nd Edition, Wiley-IEEE Press. * Singhal, S. and Zyda, M. (2008) Networked Games: Design and Implementation, Addison-Wesley. * Bowman, D, Kruijff, E., LaViola, J.J, Poupyrev, I. (2004) 3D User Interfaces: Theory and Practice, Addison-Wesley. * Slater, M., Chrysanthou, Y. , Steed, A. (2002) Computer Graphics And Virtual Environments - From Realism to Real-Time. Addison-Wesley. * Gregory, R. (1997) Eye and Brain, Princeton University Press. * Frisby, JP and Stone, JV (2010) Seeing, Second Edition, The Computational Approach to Biological Vision, MIT Press * Howard, I (2002) Seeing in Depth, vol 1 Basic Mechanisms * Howard, I & Rogers B (2002) Seeing in Depth, vol 2 Depth Perception Some Relevant Journals and Proceedings: * Presence: Teleoperators and Virtual Environments * IEEE Virtual Reality , VRAIS , Transactions on Visualisation and Computer Graphics , Computer Graphics and Applications , Systems, Man and Cybernetics * ACM Transactions on Applied Perception, also SIGGRAPH , UIST , APGV, CHI , VRML , Interactive 3D graphics , CVE , DARE , * and Symposium on Virtual Reality Software and Technology conferences * Human Factors and Ergonomics Society, SPIE, SID proceedings * Virtual Reality (Springer-Verlag) * Vision Research, JOSA, JASA, Perception and Psychophysics, Nature Neuroscience, Perception ....