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Viser: Virtual Reality Headsets - a Theoretical and Pragmatic Approach
Virtual Reality Headsets - A Theoretical and Pragmatic Approach Vital Source e-bog
Philippe Fuchs
(2017)
Virtual Reality Headsets - A Theoretical and Pragmatic Approach Vital Source e-bog
Philippe Fuchs
(2017)
Virtual Reality Headsets - a Theoretical and Pragmatic Approach
Philippe Fuchs
(2017)
Sprog: Engelsk
om ca. 10 hverdage
Detaljer om varen
- 1. Udgave
- Vital Source searchable e-book (Fixed pages)
- Udgiver: CRC Press (Februar 2017)
- ISBN: 9781351803076
Bookshelf online: 5 år fra købsdato.
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Detaljer om varen
- 1. Udgave
- Vital Source searchable e-book (Reflowable pages)
- Udgiver: Taylor & Francis (Februar 2017)
- ISBN: 9781351803069
Bookshelf online: 5 år fra købsdato.
Bookshelf appen: ubegrænset dage fra købsdato.
Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 2 sider kan printes ad gangen
Copy: højest 2 sider i alt kan kopieres (copy/paste)
Detaljer om varen
- Hardback: 200 sider
- Udgiver: CRC Press LLC (Februar 2017)
- ISBN: 9781138632356
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals.
The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I model''. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
Part I A theoretical and pragmatic approach for VR headsets 1 Introduction and challenges 2 Concepts of virtual reality
2.1 Definitions of virtual reality
2.2 Fundamental approach for immersion and interaction
2.3 Immersion and presence 3 Human senses
3.1 Introduction
3.2 Vision
3.3 Cutaneous sensitivity
3.4 Proprioception 4 Visual interfaces
4.1 Introduction
4.2 Processes for the visual perception of the 3D space
4.3 Visual interfaces with fixed support
4.4 Stereoscopic restitution of vision 5 VR headsets
5.1 Introduction
5.2 Different types of VR headset
5.3 The design of optical system
5.4 Display screens
5.5 Head tracking sensor
5.6 The ergonomic design 6 Interfaces used with VR headsets
6.1 Introduction
6.2 Tracked handheld controllers
6.3 1D treadmill and omnidirectional (2D) treadmill
6.4 Motion simulator 7 Functional and technical characteristics of VR headsets
7.1 Introduction
7.2 Main features
7.3 Technical characteristics of VR headsets
7.4 Conclusion 8 Comfort and health
8.1 Comfort and health issues
8.2 Introduction to sensorimotor discrepancies
8.3 Taxonomy of sensorimotor discrepancies
8.4 Controlling actions
8.5 Psychological problems induced by virtual environments
8.6 Optical and ergonomic constraints 9 Recommendations and solutions
9.1 Observational VBPs
9.2 "Unreal observational'' VBPs
9.3 Navigation VBPs
9.4 Manipulation VBPs
9.5 Analysis grid for the 32 solutions
9.6 Adapting to the virtual environment
9.7 Safety rules
9.8 Conclusions
Part II VR headset applications 10 Introduction to applications utilising VR headsets
10.1 VR applications for all age groups
10.2 Professional applications 11 Behavioural lab experiments
11.1 How VR headsets change the VR landscape
11.2 Walking though virtual apertures
11.3 Conclusion 12 Industrial use of VR headsets
12.1 Introduction
12.2 Driving Simulation (DS) and Virtual Reality (VR)
12.3 Automotive and aerospace VR applications
12.4 Simulation sickness (VRISE)
12.5 Space and size perception (scale 1 perception) 13 Creating digital art installations with VR headsets
13.1 VR headsets in artistic creation
13.2 A method to create with a VR headset
13.3 Conclusion and future directions 14 Conclusion and perspectives
14.1 Conclusion
14.2 Perspectives References