Virtual reality and augmented reality: myths and realities
Gespeichert in:
Weitere Verfasser: | , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London
ISTE
2018
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Schriftenreihe: | Computer engineering series
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xxxix, 319 Seiten Illustrationen |
ISBN: | 9781786301055 |
Internformat
MARC
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264 | 1 | |a London |b ISTE |c 2018 | |
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999 | |a oai:aleph.bib-bvb.de:BVB01-030351436 |
Datensatz im Suchindex
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adam_text | Contents
Preface.............................................................. xi
Introduction......................................................... xv
Bruno Arnaldi, Pascal Guitton and Guillaume Moreau
Chapter 1. New Applications........................................... 1
Bruno Arnaldi, Stéphane COTIN, Nadine COUTURE, Jean-Louis
Dautin, Valérie Gouranton, François Gruson and Domitile
Lourdeaux
1.1. New industrial applications.................................. 1
1.1.1. Virtual reality in industry............................... 1
1.1.2. Augmented reality and industrial
applications..................................................... 3
1.1.3. VR-AR for industrial renewal.............................. 4
1.1.4. And what about augmented reality?........................ 12
1.2. Computer-assisted surgery................................... 14
1.2.1. Introduction ............................................ 14
1.2.2. Virtual reality and simulation for learning ........... 16
1.2.3. Augmented reality and intervention planning............ 21
1.2.4. Augmented reality in surgery............................. 26
1.2.5. Current conditions and future prospects.................. 31
1.3. Sustainable cities.......................................... 32
1.3.1. Mobility aids in an urban environment.................... 33
1.3.2. Building and architecture................................ 37
1.3.3. Cities and urbanism...................................... 41
1.3.4. Towards sustainable urban systems ....................... 46
vi Virtual Reality and Augmented Reality
1.4. Innovative, integrative and adaptive societies............ 48
1.4.1. Education............................................. 48
1.4.2. Arts and cultural heritage............................ 54
1.4.3. Conclusion............................................ 60
1.5. Bibliography.............................................. 61
Chapter 2. The Democratization of VR-AR............................ 73
Sébastien KUNTZ, Richard KULPA and Jérôme ROYAN
2.1. New equipment ............................................ 73
2.1.1. Introduction............................................. 73
2.1.2. Positioning and orientation devices...................... 74
2.1.3. Restitution devices...................................... 82
2.1.4. Technological challenges and perspectives................100
2.1.5. Conclusions on new equipment ............................109
2.2. New software.................................................Ill
2.2.1. Introduction ............................................Ill
2.2.2. Developing 3D applications ..............................113
2.2.3. Managing peripheral devices..............................116
2.2.4. Dedicated VR-AR software solutions.......................119
2.2.5. Conclusion...............................................120
2.3. Bibliography.................................................121
Chapter 3. Complexity and Scientific Challenges ......................123
Ferran ARGELAGUET Sanz, Bruno Arnaldi, Jean-Marie
Burkhardt, Géry CASIEZ, Stéphane Donikian, Florian
Gosselin, Xavier Granier, Patrick Le Callet, Vincent Lepetit,
Maud Marchal, Guillaume Moreau, Jérôme Perret and Toinon
Vigier
3.1. Introduction: complexity.......................................123
3.1.1. Physical model and detecting collisions...................124
3.1.2. Populating 3D environments: single virtual
human to a surging crowd...........................................130
3.1.3. The difficulty of making 3D interaction natural...........137
3.1.4. The difficulty of synthesizing haptic feedback............141
3.2. The real-virtual relationship in augmented reality.............150
3.2.1. Acquisition and restitution equipment.......................151
3.2.2. Pose computation............................................152
3.2.3. Realistic rendering.........................................156
Contents vii
3.3. Complexity and scientific challenges
of 3D interaction................................................158
3.3.1. Introduction .......................................... 158
3.3.2. Complexity and challenges surrounding
the 3D interaction loop........................................158
3.3.3. Challenge 1: sensory-motor actions
for interaction................................................159
3.3.4. Challenge 2: multisensory feedback......................163
3.3.5. Challenge 3: users and perception.......................166
3.3.6. Conclusion..............................................167
3.4. Visual perception ..........................................168
3.4.1. A glossary of terms related to unease, fatigue
and physical discomfort........................................168
3.4.2. Display factors.........................................173
3.4.3. Conclusion..............................................179
3.5. Evaluation .................................................179
3.5.1. Objectives and scope of this section....................179
3.5.2. Evaluation: a complex problem...........................180
3.5.3. Evaluation using studies with human subjects............184
3.5.4. Drawbacks to overcome...................................193
3.5.5. Evolutions in measuring performance
and behavior, characterizing participants......................195
3.5.6. Conclusion and perspectives.............................200
3.6. Bibliography................................................201
Chapter 4. Towards VE that are More Closely
Related to the Real World............................................217
Gery Casiez, Xavier GRANIER, Martin Hachet, Vincent Lepetit,
Guillaume Moreau and Olivier Nannipieri
4.1. “Tough” scientific challenges for AR........................218
4.1.1. Choosing a display device ..............................218
4.1.2. Spatial localization....................................221
4.2. Topics in AR that are rarely or never
approached ......................................................223
4.2.1. Introduction ...........................................223
4.2.2. Hybridization through a screen or HMD...................224
4.3. Spatial augmented reality...................................227
viii Virtual Reality and Augmented Reality
4.3.1. Hybridization of the real world and the
virtual world....................................................227
4.3.2. Current evolutions........................................228
4.4. Presence in augmented reality.................................229
4.4.1. Is presence in reality the model for presence
in virtual environments?.........................................229
4.4.2. Mixed reality: an end to the real versus
virtual binary?..................................................231
4.4.3. From mixed reality to mixed presence......................231
4.4.4. Augmented reality: a total environment....................232
4.5. 3D interaction on tactile surfaces............................233
4.5.1. 3D interaction............................................234
4.5.2. 3D interaction on tactile surfaces ...................... 236
4.6. Bibliography..................................................240
Chapter 5. Scientific and Technical Prospects .........................247
Caroline Baillard, Philippe GuiLLOTEL, Anatole Lecuyer, Fabien
Lotte, Nicolas Mollet, Jean-Marie Normand and Gael Seydoux
5.1. The promised revolution in the field
of entertainment...................................................247
5.1.1. Introduction..............................................247
5.1.2. Defining a new, polymorphic immersive
medium...........................................................248
5.1.3. Promised experiences.................................... 251
5.1.4. Prospects.................................................255
5.2. Brain-computer interfaces.....................................258
5.2.1. Brain-computer interfaces: introduction
and definitions..................................................258
5.2.2. What BCIs cannot do.......................................260
5.2.3. Working principle of BCIs.................................261
5.2.4. Current applications of BCIs..............................263
5.2.5. The future of BCIs........................................268
5.3. Alternative perceptions in virtual reality....................269
5.3.1. Introduction .............................................269
5.3.2. Pseudo-sensory feedback...................................271
5.3.3. Alternative perception of movement........................275
5.3.4. Altered perception of one’s body..........................278
Contents ix
5.3.5. Conclusion.............................................283
5.4. Bibliography...............................................284
Chapter 6. The Challenges and Risks of Democratization
ofVR-AR.............................................................289
Philippe Fuchs
6.1. Introduction ..............................................289
6.2. Health and comfort problems................................292
6.2.1. The different problems.................................292
6.2.2. Sensorimotor incoherences..............................293
6.3. Solutions to avoid discomfort and unease...................297
6.3.1. Presentation of the process............................297
6.3.2. Mitigation of the impact on visuo-vestibular
incoherence...................................................297
6.3.3. Removing visuo-vestibular incoherence by
modifying the functioning of the interaction paradigm.........298
6.3.4. Removing visuo-vestibular incoherence
by modifying interfaces.......................................299
6.3.5. Levels of difficulty in adapting.......................299
6.4. Conclusion.................................................300
6.5. Bibliography...............................................301
Conclusion .........................................................303
Bruno Arnaldi, Pascal Guitton and Guillaume Moreau
Postface ...........................................................309
Bruno Arnaldi, Pascal Guitton and Guillaume Moreau
Glossary............................................................315
List of Authors ....................................................317
Index
321
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physical | xxxix, 319 Seiten Illustrationen |
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spellingShingle | Virtual reality and augmented reality myths and realities Erweiterte Realität Informatik (DE-588)4715802-5 gnd Virtuelle Realität (DE-588)4399931-1 gnd |
subject_GND | (DE-588)4715802-5 (DE-588)4399931-1 |
title | Virtual reality and augmented reality myths and realities |
title_auth | Virtual reality and augmented reality myths and realities |
title_exact_search | Virtual reality and augmented reality myths and realities |
title_full | Virtual reality and augmented reality myths and realities edited by Bruno Arnaldi, Pascal Guitton, Guillaume Moreau |
title_fullStr | Virtual reality and augmented reality myths and realities edited by Bruno Arnaldi, Pascal Guitton, Guillaume Moreau |
title_full_unstemmed | Virtual reality and augmented reality myths and realities edited by Bruno Arnaldi, Pascal Guitton, Guillaume Moreau |
title_short | Virtual reality and augmented reality |
title_sort | virtual reality and augmented reality myths and realities |
title_sub | myths and realities |
topic | Erweiterte Realität Informatik (DE-588)4715802-5 gnd Virtuelle Realität (DE-588)4399931-1 gnd |
topic_facet | Erweiterte Realität Informatik Virtuelle Realität |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030351436&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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