"Camera" requires two arguments, a "name" and a "type". Parameters can be set the usual way after these two arguments.
At the moment, there is just one type of camera, "perspective", with four parameters that can be set: "from", "to", "tilt" and "fov". "From" and "to" control camera position and center-of-interest. "Tilt" twists the camera around its view axis. "Fov" controls the field-of-view.
Cameras are also affected by the current transformation in the graphics state, as is shown here in a brief demonstration:
(set! time 0)
; loop for thirty frames
(while (< time 30)
(begin
(world
(separator
(rotate (* (/ time 29) 360) '(0 1 0))
(camera "main" "perspective" 'from '(0 .25 1.5) 'to '(0 0 0))
)
(read-det "skull.obj" "smooth")
)
; set the frame name to "Frames/frame.
Generates this animation: