Suchen und Finden
Front Cover
1
Virtual Reality Systems
4
Copyright Page
5
Table of Contents
6
Foreword
10
About the Editors
12
Michael Gigante, Royal Melbourne Institute of Technology, Australia
12
Huw Jones, Middlesex University, UK
13
Addresses of Editors
13
Contributors
14
Acknowledgements
17
Disclaimer
17
Copyright Material
17
Cover Illustrations
17
Preface
18
Introduction
20
References
23
Part 1: Introduction
24
Chapter 1. Virtual Reality: Definitions, History and Applications
26
1 Introduction
26
2 VR Applications
31
3 Social Impact
36
4 Conclusion
37
Acknowledgements
37
References
37
Chapter 2. Virtual Reality: Enabling Technologies
38
1 Introduction
38
2 Real-Time 3D Computer Graphics
38
3 Wide-Angle Stereoscopic Displays
39
4 Head and Eye Tracking
40
5 Hand and Gesture Tracking
41
6 Binaural Sound
46
7 Haptic Feedback
46
8 Voice Input/Output
47
9 Future Trends
48
Acknowledgements
48
References
48
Part 2: SYSTEMS
50
Chapter 3. SuperVision – A Parallel Architecture for Virtual Reality
52
Chapter 5. A Computational Model for the Stereoscopic Optics of aHead-Mounted Display
74
Abstract
52
1 A Parallel Approach
52
2 dVS Overview
54
3 The Vision Range of Parallel Accelerators
56
4 The PAZ Renderer
59
5 Conclusions
60
References
60
Chapter 4. Virtual Reality Products
62
Abstract
62
1 Introduction
62
2 Virtual Reality
63
3 VR Hardware Requirements
64
4 Example VR System
64
5 Software Structure
67
6 Software Tools
67
7 Modelling Virtual Worlds
68
8 Applications of VR
68
9 Future Developments
72
Chapter 5. A Computational Model forthe Stereoscopic Optics of aHead-Mounted Display
74
Abstract
74
1 Introduction
74
2 Sources of Error
77
3 Optics Model for a Head-Mounted Display
82
4 Calculating the Model Parameters for the VPL EyePhone
87
5 Summary and Conclusions
96
Acknowledgements
96
References
97
Biography
98
Chapter 6. A Comprehensive Virtual Environment Laboratory Facility
100
Abstract
100
1 What is a Virtual Environment System?
100
2 Justifications for a Virtual Environment Laboratory Facility
101
3 Requirements of a Virtual Environment Laboratory
103
4 Systems Integration Issues
107
5 Concluding Remarks
110
Acknowledgements
111
References
111
Biography
112
Part 3:
Part 3:
114
114
Chapter 7. Gesture Driven Interaction as a Human Factor in Virtual Environments – An Approach with Neural Networks
116
Abstract
116
1 Gesture Interaction in Virtual Environments
116
2 A Testbed for Gesture Driven Interactions in Virtual Environment:GIVEN
118
3 Gestures and Gesture Architecture
120
4 Neural Networks in Gesture Recognition
123
5 Discussion and Future Work
127
Acknowledgements
128
References
128
Biographies
129
Chapter 8. Using Physical Constraints in a Virtual Environment
146
Abstract
146
1 Introduction
146
2 Overview of the System and the Problem
147
3 Constraints
148
4 Description of our System
149
5 Observations of Constraint Use during Manipulation
151
6 Discussion of Experimental Results
153
7 Implementation and Speed of Constraint Satisfaction
155
8 Futures
156
References
156
Biography
157
Chapter 9. Device Synchronization Using an Optimal Linear Filter
158
Abstract
158
1 Introduction
158
2 Optimal Estimation of Position and Velocity
159
3 Rotations
163
4 Unpredictable Events
165
5 MusicWorld
167
6 Summary
169
Acknowledgements
169
References
170
Biographies
170
Part 4:
Part 4:
172
172
Chapter 10. Virtual Reality Techniques in Flight Simulation
174
Abstract
174
1 Introduction
174
2 Flight Simulation
174
2 Immersion
176
3 Real-Time Computer Generated Images
177
4 Real-Time Interaction
178
5 Force Feedback
179
6 Motion Sickness
179
7 Modelling Virtual Worlds
179
8 The Future
180
Biography
180
Chapter 11. Using Virtual Reality Techniques in the Animation Process
182
Abstract
182
1 Introduction
182
2 Survey of VR Devices
183
3 The Animation Process
185
4 Classification of VR-based Methods for Animation
186
5 3D Shape Creation
188
6 3D Paths for Camera Motion
189
7 Skeleton Animation
190
8 Hand Motion
191
9 Facial Animation
192
10 Physics-Based Animation and Force-Feedback Devices
193
11 A VR-Based Animation System
194
12 Conclusion
196
Acknowledgements
196
References
196
Biography
198
Chapter 12. Dynamic Fish Eye Information Visualizations
200
Abstract
200
1 Introduction
200
2 Requirements
201
3 Specifications
202
4 Combining the Theoretical Solutions
209
5 VizNet Implementation
212
6 Summary
214
References
215
Biographies
216
Part 5: Human–Computer Interface
218
Chapter
Chapter
220
220
Abstract
220
1 Introduction: Human Factors and Telerobotics
220
2 The UK VERDEX Project
224
3 Multi-Person Interaction
236
4 Computing Developments: From Vision to Supervision and Desktop Systems
237
5 Standards for VR?
238
6 The Future: Nanopresence?
239
7 Conclusions
240
References
241
Biography
241
Chapter 14. Critical Aspects of Visually Coupled Systems
242
Abstract
242
1 Visually Coupled Systems
242
2 Head Tracker Issues
243
3 Helmet-Mounted Display Issues
246
4 Image/Graphic Generator Issues
247
5 Concluding Remarks
249
Acknowledgements
250
References
251
Chapter 15. AVIARY – A Generic Virtual Reality Interface for Real Applications
252
Abstract
252
1 Introduction
252
2 Work on VR at Manchester
253
3 The Generic World Model
257
4 Software Implementation
263
5 A Hardware Platform for the AVIARY Model
268
6 Summary
272
Acknowledgements
272
References
272
Biographies
274
Chapter 16. Using Gestures to Control a Virtual Arm
276
Abstract
276
1 Introduction
276
2 Overview of the System
278
3 Controlling the Simulated Arm
279
4 Gestures
280
5 Limiters
283
6 Arm Editor
283
7 The System in Use
284
8 Conclusions
285
Acknowledgements
285
References
285
Part 6:
Part 6:
286
286
Chapter 17. Toward Three-Dimensiona lModels of Reality
288
Abstract
288
1 Motivation
288
2 Current Solutions
289
3 Objectives
292
4 Proposed Model
293
5 Display
295
6 Building Models
295
7 Results
296
8 Conclusions
298
References
299
Biography
300
Part 7:
Part 7:
302
302
Chapter 18. Back to the Cave – Cultura lPerspectives on Virtua lReality
304
Abstract
304
1 Image and Reality
304
2 Two Paradigms for Knowing
305
3 Two Kinds of Computer Graphics
307
4 An Hypothesis
309
5 Conclusions
310
References
311
Suggested Reading
311
Biography
311
Chapter 19. Ethical Issues in the Application of Virtual Reality to the Treatment of Mental Disorders
312
Abstract
312
1 Introduction
312
2 The Ethical Problem of Electrical Treatments in Psychiatry
313
3 Medical Ethics
316
4 Fears, Phobias and Stress
319
5 Innovative Psychotherapies
321
6 Rehabilitation after Brain Injury
323
7 Conclusions
323
References
325
Further Reading
326
Biography
326
Bibliography
328
Acknowledgements
328
Appendix: Overview of Virtual Reality Software Suppliers
352
Abstract
352
1 Introduction
352
2 Reviews
352
3 Software Suppliers
355
Index
358
Alle Preise verstehen sich inklusive der gesetzlichen MwSt.