Virtual Reality Systems

Virtual Reality Systems

von: R. A. Earnshaw

Elsevier Trade Monographs, 2014

ISBN: 9781483296579 , 366 Seiten

Format: PDF

Kopierschutz: DRM

Windows PC,Mac OSX Apple iPad, Android Tablet PC's

Preis: 54,95 EUR

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Virtual Reality Systems


 

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