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By Peter Fisher; David Unwin Produced By CRC; 2nd edition |
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Buy From Amazon.co.ukVR is of enormous commercial importance in the computer games
industry and similar technology is often used in training simulations. Currently,
many academic disciplines are involved in developing and using
virtual worlds and this list includes geography (Brown, 1999; C?mara and
Raper, 1999; Martin and Higgs, 1997). The most obvious geographical
applications are in traditional cartography, for example, in creating navigable,
computer-generated block diagrams, and especially in the same
discipline re-invented as scientific visualization (Cartwright et al., 1999;
Hearnshaw and Unwin, 1994). Second, because of the importance of the
spatial metaphor in those worlds, basic concepts of cartographic visualization
of the world are fundamental to our ability to navigate and negotiate
almost any applications of VR. Basic geographical concepts have thus
much to contribute to the more general world of VR. Third, some geographers
are developing concepts that extend VR environments into completely
artificial realms such as abstract data realms (Harvey, Chapter 22)
and even completely imaginary, but interesting, AlphaWorlds (Dodge,
Chapter 21).