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E-raamat: Virtual Reality and Augmented Reality - Myths and Realities: Myths and Realities [Wiley Online]

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  • Formaat: 384 pages
  • Ilmumisaeg: 06-Mar-2018
  • Kirjastus: ISTE Ltd and John Wiley & Sons Inc
  • ISBN-10: 1119341035
  • ISBN-13: 9781119341031
  • Wiley Online
  • Hind: 174,45 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Formaat: 384 pages
  • Ilmumisaeg: 06-Mar-2018
  • Kirjastus: ISTE Ltd and John Wiley & Sons Inc
  • ISBN-10: 1119341035
  • ISBN-13: 9781119341031
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
Guillaume Moreau
Chapter 1 New Applications 1(72)
Bruno Arnaldi
Stephane Cotin
Nadine Couture
Jean-Louis Dautin
Valerie Gouranton
Francois Gruson
Domitile Lourdeaux
1.1 New industrial applications
1(13)
1.1.1 Virtual reality in industry
1(2)
1.1.2 Augmented reality and industrial applications
3(1)
1.1.3 VR-AR for industrial renewal
4(8)
1.1.4 And what about augmented reality?
12(2)
1.2 Computer-assisted surgery
14(18)
1.2.1 Introduction
14(2)
1.2.2 Virtual reality and simulation for learning
16(5)
1.2.3 Augmented reality and intervention planning
21(5)
1.2.4 Augmented reality in surgery
26(5)
1.2.5 Current conditions and future prospects
31(1)
1.3 Sustainable cities
32(16)
1.3.1 Mobility aids in an urban environment
33(4)
1.3.2 Building and architecture
37(4)
1.3.3 Cities and urbanism
41(5)
1.3.4 Towards sustainable urban systems
46(2)
1.4 Innovative, integrative and adaptive societies
48(13)
1.4.1 Education
48(6)
1.4.2 Arts and cultural heritage
54(6)
1.4.3 Conclusion
60(1)
1.5 Bibliography
61(12)
Chapter 2 The Democratization of VR-AR 73(50)
Se Bastien Kuntz
Richard Kulpa
Jerome Roman
2.1 New equipment
73(38)
2.1.1 Introduction
73(1)
2.1.2 Positioning and orientation devices
74(8)
2.1.3 Restitution devices
82(18)
2.1.4 Technological challenges and perspectives
100(9)
2.1.5 Conclusions on new equipment
109(2)
2.2 New software
111(10)
2.2.1 Introduction
111(2)
2.2.2 Developing 3D applications
113(3)
2.2.3 Managing peripheral devices
116(3)
2.2.4 Dedicated VR-AR software solutions
119(1)
2.2.5 Conclusion
120(1)
2.3 Bibliography
121(2)
Chapter 3 Complexity and Scientific Challenges 123(94)
Ferran Argelaguet Sanz
Bruno Arnaldi
Jean-Marie Burkhardt
Gery Casiez
Stephane Donikian
Florian Gosselin
Xavier Granier
Patrick Le Callet
Vincent Lepetit
Maud Marchal
Guillaume Moreau
Jerome Perret
Toinon Vigier
3.1 Introduction: complexity
123(27)
3.1.1 Physical model and detecting collisions
124(6)
3.1.2 Populating 3D environments: single virtual human to a surging crowd
130(7)
3.1.3 The difficulty of making 3D interaction natural
137(4)
3.1.4 The difficulty of synthesizing haptic feedback
141(9)
3.2 The real-virtual relationship in augmented reality
150(8)
3.2.1 Acquisition and restitution equipment
151(1)
3.2.2 Pose computation
152(4)
3.2.3 Realistic rendering
156(2)
3.3 Complexity and scientific challenges of 3D interaction
158(10)
3.3.1 Introduction
158(1)
3.3.2 Complexity and challenges surrounding the 3D interaction loop
158(1)
3.3.3 Challenge 1: sensory-motor actions for interaction
159(4)
3.3.4 Challenge 2: multisensory feedback
163(3)
3.3.5 Challenge 3: users and perception
166(1)
3.3.6 Conclusion
167(1)
3.4 Visual perception
168(11)
3.4.1 A glossary of terms related to unease, fatigue and physical discomfort
168(5)
3.4.2 Display factors
173(6)
3.4.3 Conclusion
179(1)
3.5 Evaluation
179(22)
3.5.1 Objectives and scope of this section
179(1)
3.5.2 Evaluation: a complex problem
180(4)
3.5.3 Evaluation using studies with human subjects
184(9)
3.5.4 Drawbacks to overcome
193(2)
3.5.5 Evolutions in measuring performance and behavior, characterizing participants
195(5)
3.5.6 Conclusion and perspectives
200(1)
3.6 Bibliography
201(16)
Chapter 4 Towards VE that are More Closely Related to the Real World 217(30)
Gery Casiez
Xavier Granier
Martin Hachet
Vincent Lepetit
Guillaume Moreau
Olivier Nannipieri
4.1 "Tough" scientific challenges for AR
218(5)
4.1.1 Choosing a display device
218(3)
4.1.2 Spatial localization
221(2)
4.2 Topics in AR that are rarely or never approached
223(4)
4.2.1 Introduction
223(1)
4.2.2 Hybridization through a screen or HMD
224(3)
4.3 Spatial augmented reality
227(2)
4.3.1 Hybridization of the real world and the virtual world
227(1)
4.3.2 Current evolutions
228(1)
4.4 Presence in augmented reality
229(4)
4.4.1 Is presence in reality the model for presence in virtual environments?
229(2)
4.4.2 Mixed reality: an end to the real versus virtual binary?
231(1)
4.4.3 From mixed reality to mixed presence
231(1)
4.4.4 Augmented reality: a total environment
232(1)
4.5 3D interaction on tactile surfaces
233(7)
4.5.1 3D interaction
234(2)
4.5.2 3D interaction on tactile surfaces
236(4)
4.6 Bibliography
240(7)
Chapter 5 Scientific and Technical Prospects 247(42)
Caroline Baillard
Philippe Guillotel
Anatole Lecuyer
Fabien Lotte
Nicolas Mollet
Jean-Marie Normand
Gael Seydoux
5.1 The promised revolution in the field of entertainment
247(11)
5.1.1 Introduction
247(1)
5.1.2 Defining a new, polymorphic immersive medium
248(3)
5.1.3 Promised experiences
251(4)
5.1.4 Prospects
255(3)
5.2 Brain-computer interfaces
258(11)
5.2.1 Brain-computer interfaces: introduction and definitions
258(2)
5.2.2 What BCIs cannot do
260(1)
5.2.3 Working principle of BCIs
261(2)
5.2.4 Current applications of BCIs
263(5)
5.2.5 The future of BCIs
268(1)
5.3 Alternative perceptions in virtual reality
269(15)
5.3.1 Introduction
269(2)
5.3.2 Pseudo-sensory feedback
271(4)
5.3.3 Alternative perception of movement
275(3)
5.3.4 Altered perception of one's body
278(5)
5.3.5 Conclusion
283(1)
5.4 Bibliography
284(5)
Chapter 6 The Challenges and Risks of Democratization of VR-AR 289(14)
Philippe Fuchs
6.1 Introduction
289(3)
6.2 Health and comfort problems
292(5)
6.2.1 The different problems
292(1)
6.2.2 Sensorimotor incoherences
293(4)
6.3 Solutions to avoid discomfort and unease
297(3)
6.3.1 Presentation of the process
297(1)
6.3.2 Mitigation of the impact on visuo-vestibular incoherence
297(1)
6.3.3 Removing visuo-vestibular incoherence by modifying the functioning of the interaction paradigm
298(1)
6.3.4 Removing visuo-vestibular incoherence by modifying interfaces
299(1)
6.3.5 Levels of difficulty in adapting
299(1)
6.4 Conclusion
300(1)
6.5 Bibliography
301(2)
Conclusion 303(6)
Bruno Arnaldi
Pascal Guitton
Guillaume Moreau
Postface 309(6)
Bruno Arnaldi
Pascal Guitton
Guillaume Moreau
Glossary 315(2)
List of Authors 317(4)
Index 321
B. Arnaldi, Professor, INSA de Rennes, France. P. Guitton, Professor, University of Bordeaux, France.

G. Moreau, Professor, Ecole Centrale de Nantes, France.