Virtual Reality:
Virtual reality (VR) is a powerful technology that promises to transform our lives. This balanced and interdisciplinary text blends the key components from computer graphics, perceptual psychology, human physiology, behavioral science, media studies, human-computer interaction, optical engineering,...
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cambridge
Cambridge University Press
2023
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | Virtual reality (VR) is a powerful technology that promises to transform our lives. This balanced and interdisciplinary text blends the key components from computer graphics, perceptual psychology, human physiology, behavioral science, media studies, human-computer interaction, optical engineering, and sensing and filtering, showing how each contributes to engineering perceptual illusions. Steven LaValle draws on his unique experience as a teacher, researcher, and early founder of Oculus VR, to demonstrate how the best practices and insights from industry are built on fundamental computer science principles. Topics include media history, geometric modeling, optical systems, displays, eyes, ears, low-level perception, neuroscience of vision, graphical rendering, tracking systems, interaction mechanisms, audio, evaluating VR systems, and mitigating side effects. Students, researchers, and developers will gain a clear understanding of timeless foundations and new applications, enabling them to make innovative contributions to this growing field as scientists, engineers, business developers, and content makers |
Beschreibung: | Preface; 1. Introduction; 2. Bird's-eye view; 3. The geometry of virtual worlds; 4. Light and optics; 5. The physiology of human vision; 6. Visual perception; 7. Visual rendering; 8. Motion in real and virtual worlds; 9. Tracking; 10. Interaction; 11. Audio; 12. Evaluating VR systems and experiences; 13. Frontiers; References; Index |
Beschreibung: | xiv, 373 Seiten Illustrationen, Diagramme 930 gr |
ISBN: | 9781107198937 |
Internformat
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520 | |a Virtual reality (VR) is a powerful technology that promises to transform our lives. This balanced and interdisciplinary text blends the key components from computer graphics, perceptual psychology, human physiology, behavioral science, media studies, human-computer interaction, optical engineering, and sensing and filtering, showing how each contributes to engineering perceptual illusions. Steven LaValle draws on his unique experience as a teacher, researcher, and early founder of Oculus VR, to demonstrate how the best practices and insights from industry are built on fundamental computer science principles. Topics include media history, geometric modeling, optical systems, displays, eyes, ears, low-level perception, neuroscience of vision, graphical rendering, tracking systems, interaction mechanisms, audio, evaluating VR systems, and mitigating side effects. Students, researchers, and developers will gain a clear understanding of timeless foundations and new applications, enabling them to make innovative contributions to this growing field as scientists, engineers, business developers, and content makers | ||
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Datensatz im Suchindex
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Contents page xi xiv Preface Acknowledgments 1 1 Introduction 1.1 What Is Virtual Reality? 1.2 Modern VR Experiences 1.3 History Repeats 1 8 20 2 Bird’s-Eye View 2.1 Hardware 2.2 Software 2.3 Human Physiology and Perception 3 4 5 The Geometry of Virtual Worlds 3.1 Geometric Models 3.2 Changing Position and Orientation 3.3 Axis-Angle Representations of Rotation 3.4 Viewing Transformations 3.5 Chaining the Transformations Light and Optics 4.1 Basic Behavior of Light 4.2 Lenses 4.3 Optical Aberrations 4.4 The Human Eye 4.5 Cameras 4.6 Displays 31 31 41 45 55 55 59 68 73 77 82 82 87 92 96 100 103 The Physiology of Human Vision 5.1 From the Cornea to Photoreceptors 5.2 From Photoreceptors to the Visual Cortex 5.3 Eye Movements 5.4 Implications for VR vii 107 107 111 116 121
CONTENTS 6 7 8 Visual Perception 6.1 Perception of Depth 6.2 Perception of Motion 6.3 Perception of Color 6.4 Combining Sources of Information 129 Visual Rendering 7.1 Ray Tracing and Shading Models 7.2 Rasterization 7.3 Correcting Optical Distortions 7.4 Improving Latency and Frame Rates 7.5 Immersive Photos and Videos 155 Motion in Real and Virtual Worlds 8.1 Velocities and Accelerations 8.2 The Vestibular System 8.3 Physics in the Virtual World 8.4 Mismatched Motion and Vection 185 Tracking 9.1 Tracking 2D Orientation 9.2 Tracking 3D Orientation 9.3 Tracking Position and Orientation 9.4 Tracking Attached Bodies 9.5 3D Scanning of Environments 10 Interaction 10.1 Motor Programs and Remapping 10.2 Locomotion 10.3 Manipulation 10.4 Social Interaction 10.5 Additional Interaction Mechanisms 129 138 145 150 155 161 168 171 179 185 189 194 204 211 212 216 224 234 240 245 245 250 258 261 268 11 Audio 11.1 The Physics of Sound 11.2 The Physiology of Human Hearing 11.3 Auditory Perception 11.4 Auditory Rendering 271 12 Evaluating VR Systems and Experiences 12.1 Perceptual Training 12.2 Recommendations for Developers 12.3 Comfort and VR Sickness 12.4 Experiments on Human Subjects 293 13 Frontiers 13.1 Touch and Proprioception 13.2 Smell and Taste 320 271 276 280 285 294 299 302 311 320 326 viii
CONTENTS 329 335 13.3 RoboticInterfaces 13.4Brain-MachineInterfaces References Index 340 364 ix |
adam_txt |
Contents page xi xiv Preface Acknowledgments 1 1 Introduction 1.1 What Is Virtual Reality? 1.2 Modern VR Experiences 1.3 History Repeats 1 8 20 2 Bird’s-Eye View 2.1 Hardware 2.2 Software 2.3 Human Physiology and Perception 3 4 5 The Geometry of Virtual Worlds 3.1 Geometric Models 3.2 Changing Position and Orientation 3.3 Axis-Angle Representations of Rotation 3.4 Viewing Transformations 3.5 Chaining the Transformations Light and Optics 4.1 Basic Behavior of Light 4.2 Lenses 4.3 Optical Aberrations 4.4 The Human Eye 4.5 Cameras 4.6 Displays 31 31 41 45 55 55 59 68 73 77 82 82 87 92 96 100 103 The Physiology of Human Vision 5.1 From the Cornea to Photoreceptors 5.2 From Photoreceptors to the Visual Cortex 5.3 Eye Movements 5.4 Implications for VR vii 107 107 111 116 121
CONTENTS 6 7 8 Visual Perception 6.1 Perception of Depth 6.2 Perception of Motion 6.3 Perception of Color 6.4 Combining Sources of Information 129 Visual Rendering 7.1 Ray Tracing and Shading Models 7.2 Rasterization 7.3 Correcting Optical Distortions 7.4 Improving Latency and Frame Rates 7.5 Immersive Photos and Videos 155 Motion in Real and Virtual Worlds 8.1 Velocities and Accelerations 8.2 The Vestibular System 8.3 Physics in the Virtual World 8.4 Mismatched Motion and Vection 185 Tracking 9.1 Tracking 2D Orientation 9.2 Tracking 3D Orientation 9.3 Tracking Position and Orientation 9.4 Tracking Attached Bodies 9.5 3D Scanning of Environments 10 Interaction 10.1 Motor Programs and Remapping 10.2 Locomotion 10.3 Manipulation 10.4 Social Interaction 10.5 Additional Interaction Mechanisms 129 138 145 150 155 161 168 171 179 185 189 194 204 211 212 216 224 234 240 245 245 250 258 261 268 11 Audio 11.1 The Physics of Sound 11.2 The Physiology of Human Hearing 11.3 Auditory Perception 11.4 Auditory Rendering 271 12 Evaluating VR Systems and Experiences 12.1 Perceptual Training 12.2 Recommendations for Developers 12.3 Comfort and VR Sickness 12.4 Experiments on Human Subjects 293 13 Frontiers 13.1 Touch and Proprioception 13.2 Smell and Taste 320 271 276 280 285 294 299 302 311 320 326 viii
CONTENTS 329 335 13.3 RoboticInterfaces 13.4Brain-MachineInterfaces References Index 340 364 ix |
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spelling | LaValle, Steven Michael 1968- Verfasser (DE-588)140232478 aut Virtual Reality Steven M. LaValle (University of Oulu, Finland) Cambridge Cambridge University Press 2023 xiv, 373 Seiten Illustrationen, Diagramme 930 gr txt rdacontent n rdamedia nc rdacarrier Preface; 1. Introduction; 2. Bird's-eye view; 3. The geometry of virtual worlds; 4. Light and optics; 5. The physiology of human vision; 6. Visual perception; 7. Visual rendering; 8. Motion in real and virtual worlds; 9. Tracking; 10. Interaction; 11. Audio; 12. Evaluating VR systems and experiences; 13. Frontiers; References; Index Virtual reality (VR) is a powerful technology that promises to transform our lives. This balanced and interdisciplinary text blends the key components from computer graphics, perceptual psychology, human physiology, behavioral science, media studies, human-computer interaction, optical engineering, and sensing and filtering, showing how each contributes to engineering perceptual illusions. Steven LaValle draws on his unique experience as a teacher, researcher, and early founder of Oculus VR, to demonstrate how the best practices and insights from industry are built on fundamental computer science principles. Topics include media history, geometric modeling, optical systems, displays, eyes, ears, low-level perception, neuroscience of vision, graphical rendering, tracking systems, interaction mechanisms, audio, evaluating VR systems, and mitigating side effects. Students, researchers, and developers will gain a clear understanding of timeless foundations and new applications, enabling them to make innovative contributions to this growing field as scientists, engineers, business developers, and content makers Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s DE-604 Erscheint auch als Online-Ausgabe, PDF 978-1-108-18287-4 Digitalisierung UB Bamberg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034931114&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | LaValle, Steven Michael 1968- Virtual Reality Virtuelle Realität (DE-588)4399931-1 gnd |
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title | Virtual Reality |
title_auth | Virtual Reality |
title_exact_search | Virtual Reality |
title_exact_search_txtP | Virtual Reality |
title_full | Virtual Reality Steven M. LaValle (University of Oulu, Finland) |
title_fullStr | Virtual Reality Steven M. LaValle (University of Oulu, Finland) |
title_full_unstemmed | Virtual Reality Steven M. LaValle (University of Oulu, Finland) |
title_short | Virtual Reality |
title_sort | virtual reality |
topic | Virtuelle Realität (DE-588)4399931-1 gnd |
topic_facet | Virtuelle Realität |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034931114&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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