Virtual Reality Technology
Wiley-IEEE Press (Verlag)
978-1-118-01480-6 (ISBN)
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D.
The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact.
The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user.
Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available.
With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as:
Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback
Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering
Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques
Programming toolkits for virtual reality and the game production pipeline
Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR
Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality.
Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
GRIGORE C. BURDEA is Professor Emeritus at Rutgers, the State University of New Jersey; he is author of several books on virtual reality and recipient of the prestigious IEEE Virtual Reality Career Award. Burdea is Fellow of the IEEE Virtual Reality Academy and Founder of the International Society on Virtual Rehabilitation. PHILIPPE COIFFET was Director of Research at the French National Scientific Research Center and Member of the National Academy for Technology of France. He authored 20 books on robotics and virtual reality, which have been translated into several languages.
About the Authors xvii
Foreword by Distinguished Professor Henry Fuchs xix
Preface to the 3rd Edition xxiii
About the Companion Instructor Website xxv
1 Introduction 1
1.1 The Three Is of Virtual Reality 3
1.2 Early VR 4
1.3 First Commercial VR 9
1.4 VR at the Turn of the Millennium 13
1.5 VR in the 21st Century 16
1.6 Components of Classical and Modern VR Systems 18
1.7 Review Questions 19
2 Input Devices: Trackers, Navigation, Gesture, and Neural Interfaces 23
2.1 Three-Dimensional Position Trackers 24
2.2 Navigation and Manipulation Interfaces 70
2.3 Gesture Interfaces 86
2.4 Neural Interfaces 101
2.5 Conclusions 108
2.6 Review Questions 109
3 Output Devices: Graphics Displays 119
3.1 The Human Vision System 120
3.2 Graphics Display Characteristics 123
3.3 Display Technologies 126
3.4 Personal Graphics Displays 129
3.5 Large-Volume Displays 160
3.6 Micro-LED Walls and Holographic Displays 176
3.7 Conclusions 180
3.8 Review Questions 180
4 Output Devices: Three-Dimensional Sound, Haptic, and Olfactory Displays 191
4.1 Three-Dimensional Sound Displays 192
4.2 Haptic Displays 206
4.3 Olfactory Displays 231
4.4 Conclusions 241
4.5 Review Questions 241
5 Computing Architectures for Virtual Reality 251
5.1 The Rendering Pipeline 253
5.2 Gaming Desktop Architectures 266
5.3 Graphics Benchmarks 276
5.4 Distributed VR Architectures 283
5.5 Conclusions 302
5.6 Review Questions 302
6 Modeling Virtual Environments 309
6.1 Geometric Modeling 310
6.2 Kinematics Modeling 333
6.3 Physical Modeling 345
6.4 Behavior Modeling 370
6.5 Model Management 377
6.6 Conclusions 393
6.7 Review Questions 393
7 Virtual Reality Programming 405
7.1 Scene Graphs and Toolkits 406
7.2 Toolkits 414
7.3 Unity 3D Game Engine 444
7.4 Conclusions 461
7.5 Review Questions 462
8 Human Factors in Virtual Reality 469
8.1 Methodology and Technology 471
8.2 User Performance Studies 489
8.3 Health and Safety Issues in Virtual Environments 513
8.4 Societal Implications of Virtual Reality 534
8.5 Conclusions 538
8.6 Review Questions 539
9 Applications of Virtual Reality 551
9.1 Medical Applications of Virtual Reality 552
9.2 Virtual Reality in Education, Arts and Entertainment 586
9.3 Military Virtual Reality Applications 618
9.4 Conclusions 638
9.5 Review Questions 638
References 640
Index 657
Erscheint lt. Verlag | 5.11.2024 |
---|---|
Sprache | englisch |
Gewicht | 1238 g |
Themenwelt | Informatik ► Office Programme ► Outlook |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
Technik ► Umwelttechnik / Biotechnologie | |
ISBN-10 | 1-118-01480-4 / 1118014804 |
ISBN-13 | 978-1-118-01480-6 / 9781118014806 |
Zustand | Neuware |
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