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Virtual Reality and Augmented Reality, 1. udgave
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Virtual Reality and Augmented Reality Vital Source e-bog

Bruno Arnaldi
(2018)
John Wiley & Sons
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Virtual Reality and Augmented Reality - Myths and Realities, 1. udgave

Virtual Reality and Augmented Reality

Myths and Realities
Bruno Arnaldi, Pascal Guitton og Guillaume Moreau
(2018)
Sprog: Engelsk
John Wiley & Sons, Incorporated
1.933,00 kr.
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  • 1. Udgave
  • Vital Source searchable e-book (Reflowable pages)
  • Udgiver: John Wiley & Sons (Marts 2018)
  • ISBN: 9781119341093
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
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Detaljer om varen

  • 1. Udgave
  • Hardback: 384 sider
  • Udgiver: John Wiley & Sons, Incorporated (Marts 2018)
  • Forfattere: Bruno Arnaldi, Pascal Guitton og Guillaume Moreau
  • ISBN: 9781786301055
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
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
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 111
2.2.1. Introduction 111
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
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 Géry 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
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 LÉCUYER, Fabien LOTTE, Nicolas MOLLET, Jean-Marie NORMAND and Gaël 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
5.3.5. Conclusion 283
5.4. Bibliography 284
Chapter 6. The Challenges and Risks of Democratization of VR-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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