Being really virtual: immersive natives and the future of virtual reality
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
[Cham]
Springer
[2016]
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | xviii, 166 Seiten Illustrationen, Diagramme (farbig) |
ISBN: | 3319430769 9783319430768 |
Internformat
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Datensatz im Suchindex
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adam_text | Contents
Part I The Past: Background and Motivation
1 A Glance into the Future......................................... 3
1.1 VR Futurology.................................................. 4
1-2 VR in the 1990s................................................ 6
1.3 Smart Phone VR Era............................................. 7
1.4 Why 15 Years?.................................................. 9
1.4.1 Research Perspective................................ 10
1.4.2 Personal Perspective.................................. 15
References....................................................... 17
2 The Science and Fiction of the Ultimate Display.................. 19
2.1 The Ultimate Display.......................................... 19
2.2 The Fiction of VR............................................. 20
2.2.1 Plato: Allegory of the Cave, 360 BC................... 20
2.2.2 Daniel F. Galouye: Simulacron 3, 1964 ............. . 21
2.2.3 Rainer W. Fassbinder: World on a Wire, 1973 .......... 21
2.2.4 William Gibson: Neuromancer, 1984 .................... 21
2.2.5 Brett Leonard: The Lawnmower Man, 1992 ............... 22
2.2.6 Neal Stephenson: Snow Crash, 1992..................... 23
2.2.7 The Wachowski Brothers: The Matrix, 1999.............. 24
2.2.8 Vemor Vinge: Rainbows End, 2006 ...................... 24
2.2.9 Ernest Cline: Ready Player One, 2011.................. 25
2.3 The Science of VR............................................. 25
2.3.1 Morton Heilig: Sensorama, 1962........................ 25
2.3.2 Charles Comeau and James Bryan:
Headsight, 1961....................................... 27
2.3.3 Ivan Sutherland: Sword of Damocles, 1968.............. 27
2.3.4 Thomas A. Furness III: Super-Cockpit, 1968 ........... 28
2.3.5 Myron Krueger: Artificial Reality, 1969 .............. 28
2.3.6 Jaron Lanier: Virtual Reality and VPL
Research, 1985 ....................................... 29
xv
XVI
Contents
2.3.7 Jonathan D. Waldem: Virtuality, 1991................ 29
2.3.8 Gunpei Yokoi: Virtual Boy, 1995 .................. 30
2.3.9 Classic Readings in VR................................ 30
2.4 2016: The Year of Virtual Reality........................... 31
References......................................................... 32
3 Toward a Virtual Revolution......................................... 33
3.1 Malthusian Trap............................................... 33
3.2 Exponential Growth............................................ 35
3.2.1 Legend of the Ambalappuzha Paal Payasam.............. 36
3.2.2 Misperception of Exponential Growth............... 37
3.3 Industrial and Technological Revolution....................... 38
3.4 Digital Revolution and Information Society.................... 39
3.5 Online Communities and Societies.............................. 40
3.5.1 Virtual and Cyber Worlds.............................. 41
3.5.2 Virtual Economies..................................... 42
References........................................................ 43
Part II The Present: Research and Development
4 Scientific, Technological, and Social Challenges.................... 47
4.1 Health and Cybersickness. . . ................................ 48
4.2 Unlimited Locomotion.......................................... 49
4.3 Missing Realistic Visual-Haptic Interaction................... 50
4.4 Inadequate Self-representation................................ 52
4.5 Isolated Social User Experience............................... 53
4.6 Revenge of the VR Nerds?...................................... 54
References.......................................................... 55
5 Unlimited Walking: One Small Step for a Man...................... 59
5.1 Locomotion in Virtual Environments............................ 60
5.2 Taxopomy of Redirected Walking Techniques..................... 63
5.2.1 Human Locomotion Triple............................... 64
5.2.2 Translation Gains..................................... 64
5.2.3 Rotation Gains........................................ 65
5.2.4 Curvature Gains....................................... 66
5.3 Experiments on Detection Thresholds........................... 66
5.3.1 Experimental Design................................... 67
5.3.2 Hardware Setup........................................ 67
5.3.3 Participants......................................... 68
5.3.4 Experiment 1 (El): Discrimination between Virtual
and Physical Rotation............................... 69
5.3.5 Experiment 2 (E2): Discrimination between Virtual
and Physical Straightforward Movement................ 72
5.3.6 Experiment 3: Discrimination of Path Curvature.... 74
Contents
XVII
5.4 Discussion and Conclusions.......................... . .... 77
5.4.1 Post-questionnaires................................... 78
5.5 Experiment on Cognitive Demands.............................. 78
5.5.1 Participants.......................................... 79
5.5.2 Materials............................................. 79
5.5.3 Methods............................................... 80
5.5.4 Results............................................... 83
5.5.5 Discussion and Conclusions............................ 85
References.......................................................... 86
6 First Steps Toward Being Really Virtual............................. 89
6.1 Participant................................................... 90
6.2 Materials..................................................... 90
6.3 Methods....................................................... 92
6.4 Data Gathering................................................ 93
6.4.1 Audio/Video Data...................................... 93
6.4.2 Think-Aloud Protocol.................................. 94
6.4.3 Questionnaires...................................... 94
6.5 Results....................................................... 94
6.5.1 Quantitative Results.................................. 94
6.5.2 Qualitative Results................................... 97
6.6 Discussion.................................................... 99
6.6.1 Simulator Sickness.................................... 99
6.6.2 Ergonomics of HMD.................................... 100
6.6.3 Diet................................................. 100
6.7 Post-evaluation Study................................... 100
6.7.1 Materials and Methods................................ 101
6.7.2 Results and Discussion............................... 101
6.8 Confirmatory Test............................................ 103
6.9 Conclusion................................................... 104
References......................................................... 105
7 To Touch or Not to Touch?................................... 107
7.1 Motivation................................................... 107
7.2 Background.................................................... HO
7.2.1 Interaction with Stereoscopic Objects................ 110
7.2.2 Fitts’ Law and Selection............................. 112
7.3 Experiments.................................................. 113
7.3.1 Experimental Setup................................... 113
7.3.2 Methods.............................................. 114
7.3.3 Participants......................................... 116
7.4 Results...................................................... 116
7.4.1 Movement Time........................................ 116
7.4.2 Error Rate........................................... 117
7.4.3 Error Distance....................................... 118
xviii
Contents
7.4.4 Effective Throughput............................... 118
7.4.5 Modeling........................................... 119
7.4.6 Questionnaires..................................... 120
7.5 Discussion................................................. 120
7.6 Conclusion and Future Work................................. 121
References....................................................... 122
Part III The Future: Ethics and Responsibility
8 More and More, and More than Moore’s Law......................... 127
8.1 Transistor Era............................................. 127
8.2 Moore’s Law................................................ 128
8.2.1 Computing Performance ............................. 131
8.2.2 The End of Moore’s Law ............................. 132
8.2.3 From One Paradigm to Another........................ 133
8.2.4 The Next Paradigm................................... 135
8.2.5 Conservative Estimate............................... 136
8.3 Ultimate Display Test. ..................................... 137
8.3.1 Graphics Turing Test................................ 138
8.4 Digital Transformations and Exponential Innovations......... 140
8.4.1 Example: From Roll Film to Image Pixel.............. 140
8.4.2 Exponential Innovation.............................. 142
References....................................................... 143
9 Anarchy, Principles, and Rules................................... 145
9.1 Laws Versus Anarchy......................................... 145
9.1.1 Seven Principles of Cyberspace Design............... 146
9.2 Ethics and Rules of VR...................................... 147
9.2.1 Asimov’s Laws....................................... 149
9.2.2 Three Simple Rules for VR Usage..................... 149
References. ..................................................... 153
10 The Coming Age of Next Realities................................. 155
10.1 The Singularity............................................ 156
10.2 The Simulation Argument..................................... 158
10.2.1 Signs or Confirmation Bias?......................... 159
10.3 VR in Another 30 Years..................................... 160
References....................................................... 162
End Note............................................................. 165
Reference............................................................ 166
Frank Steinicke
Being Really Virtual
Immersive Natives and the Future of Virtual Reality
This book focuses on the recent developments of virtual reality (VR) and immersive
technologies, what effect they are having on our modern, digitised society and explores
how current developments and advancements in this field are leading to a virtual
revolution.
Using Ivan Sutherlands The Ultimate Display and Moore’s law as a springboard, the
author discusses both popular scientific and technological accounts of the past, present
and possible futures ol VR, looking at current research trends, developments, challenges
and ethical considerations to the coming age ot differing realities.
Being Really Virtual is for researchers, designers and developers of VR and immersive
technologies and anyone with an interest in the exponential rise of such technologies
and how they are changing the very way we perceive, interact and communicate within
our digital societv.
c’ 4
|
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dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Book |
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spelling | Steinicke, Frank 1977- Verfasser (DE-588)132520389 aut Being really virtual immersive natives and the future of virtual reality Frank Steinicke [Cham] Springer [2016] © 2016 xviii, 166 Seiten Illustrationen, Diagramme (farbig) txt rdacontent n rdamedia nc rdacarrier Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Erweiterte Realität Informatik (DE-588)4715802-5 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s Erweiterte Realität Informatik (DE-588)4715802-5 s DE-604 Erscheint auch als Online-Ausgabe 978-3-319-43078-2 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029284605&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029284605&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Steinicke, Frank 1977- Being really virtual immersive natives and the future of virtual reality Virtuelle Realität (DE-588)4399931-1 gnd Erweiterte Realität Informatik (DE-588)4715802-5 gnd |
subject_GND | (DE-588)4399931-1 (DE-588)4715802-5 |
title | Being really virtual immersive natives and the future of virtual reality |
title_auth | Being really virtual immersive natives and the future of virtual reality |
title_exact_search | Being really virtual immersive natives and the future of virtual reality |
title_full | Being really virtual immersive natives and the future of virtual reality Frank Steinicke |
title_fullStr | Being really virtual immersive natives and the future of virtual reality Frank Steinicke |
title_full_unstemmed | Being really virtual immersive natives and the future of virtual reality Frank Steinicke |
title_short | Being really virtual |
title_sort | being really virtual immersive natives and the future of virtual reality |
title_sub | immersive natives and the future of virtual reality |
topic | Virtuelle Realität (DE-588)4399931-1 gnd Erweiterte Realität Informatik (DE-588)4715802-5 gnd |
topic_facet | Virtuelle Realität Erweiterte Realität Informatik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029284605&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029284605&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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