Preface |
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xi | |
About the author |
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xiii | |
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Part I A theoretical and pragmatic approach for VR headsets |
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1 Introduction and challenges |
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3 | (6) |
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2 Concepts of virtual reality |
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9 | (14) |
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2.1 Definitions of virtual reality |
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9 | (3) |
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2.1.1 Purpose of virtual reality |
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9 | (1) |
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2.1.2 Functional definition |
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10 | (1) |
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2.1.3 Technical definition |
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10 | (2) |
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2.2 Fundamental approach for immersion and interaction |
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12 | (7) |
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2.2.1 The hierarchical 3-level model |
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12 | (6) |
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2.2.2 The behavioural software aids |
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18 | (1) |
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2.3 Immersion and presence |
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19 | (4) |
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23 | (20) |
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23 | (2) |
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25 | (13) |
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3.2.1 The human visual system |
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25 | (1) |
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25 | (1) |
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3.2.3 Accommodation and vergence |
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26 | (1) |
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27 | (1) |
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3.2.5 Vection and illusions of self-motion |
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28 | (1) |
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3.2.6 Visual perception of depth |
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28 | (1) |
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3.2.6.1 Cognitive perception by monocular cues |
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28 | (3) |
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3.2.6.2 Convergence and retinal disparity |
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31 | (2) |
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3.2.6.3 Binocular vision and diplopia |
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33 | (1) |
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3.2.6.4 Neurophysiological mechanisms of the perception of depth |
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34 | (1) |
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3.2.7 Psychophysical characteristics of vision |
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34 | (1) |
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34 | (1) |
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35 | (1) |
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3.2.7.3 The Interpupillary Distance |
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36 | (1) |
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3.2.7.4 Power of accommodation |
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36 | (1) |
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3.2.7.5 Maximum temporal frequency in vision |
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36 | (1) |
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3.2.8 Psychophysical characteristics of stereoscopic vision |
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36 | (2) |
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3.3 Cutaneous sensitivity |
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38 | (2) |
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38 | (1) |
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3.3.2 Classification of biological sensors |
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38 | (1) |
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3.3.3 Density of distribution |
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39 | (1) |
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3.3.4 Classification of mechanoreceptors |
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39 | (1) |
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40 | (3) |
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40 | (1) |
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3.4.2 Articular proprioception |
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40 | (1) |
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3.4.3 Muscular proprioception |
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41 | (2) |
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43 | (12) |
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43 | (1) |
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4.2 Processes for the visual perception of the 3D space |
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44 | (2) |
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4.3 Visual interfaces with fixed support |
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46 | (4) |
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4.3.1 Monoscopic or stereoscopic computer screens |
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46 | (1) |
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4.3.2 Separation at the screen level |
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46 | (2) |
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4.3.3 Large screen projection systems |
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48 | (2) |
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4.3.4 Wearable visual interfaces |
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50 | (1) |
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4.4 Stereoscopic restitution of vision |
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50 | (5) |
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55 | (14) |
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55 | (2) |
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5.2 Different types of VR headset |
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57 | (2) |
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5.2.1 VR headsets designed for a smartphone |
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57 | (1) |
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5.2.1.1 Cardboard VR headsets |
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57 | (1) |
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5.2.1.2 Smartphone-based headsets with head band |
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58 | (1) |
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5.2.2 Headsets which are intrinsically designed for VR |
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58 | (1) |
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59 | (1) |
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5.3 The design of optical system |
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59 | (1) |
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60 | (2) |
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5.4.1 Current display screens |
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60 | (1) |
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5.4.2 Future display screens |
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61 | (1) |
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62 | (3) |
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62 | (1) |
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5.5.2 Mechanical trackers determining an orientation, speed or acceleration |
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63 | (1) |
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64 | (1) |
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65 | (4) |
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6 Interfaces used with VR headsets |
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69 | (10) |
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69 | (1) |
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6.2 Tracked handheld controllers |
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69 | (2) |
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6.3 ID treadmill and omnidirectional (2D) treadmill |
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71 | (4) |
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75 | (4) |
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75 | (1) |
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6.4.2 Motion seats for single-user |
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75 | (1) |
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6.4.3 Motion flight simulators for single-user |
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76 | (1) |
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6.4.4 Full motion simulators |
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77 | (2) |
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7 Functional and technical characteristics of VR headsets |
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79 | (18) |
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79 | (1) |
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79 | (2) |
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7.3 Technical characteristics of VR headsets |
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81 | (13) |
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7.3.1 Smartphone-based headsets |
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81 | (1) |
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81 | (1) |
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7.3.1.2 VR headsets without head band |
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82 | (1) |
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7.3.1.3 VR headset with head band |
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83 | (3) |
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7.3.2 Virtual Reality headsets |
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86 | (1) |
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86 | (1) |
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7.3.2.2 With median field of view |
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86 | (3) |
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7.3.2.3 With a large field of view |
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89 | (1) |
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7.3.2.4 With eye-tracking system |
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90 | (1) |
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7.3.3 Augmented Reality headsets |
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91 | (1) |
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91 | (1) |
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7.3.3.2 With conventional screen |
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92 | (1) |
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7.3.3.3 With optical see-through |
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92 | (2) |
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94 | (3) |
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97 | (20) |
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8.1 Comfort and health issues |
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97 | (2) |
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8.2 Introduction to sensorimotor discrepancies |
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99 | (2) |
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8.3 Taxonomy of sensorimotor discrepancies |
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101 | (11) |
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101 | (2) |
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8.3.2 List of 5 beneficial sensorimotor discrepancies |
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103 | (2) |
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8.3.3 List of 11 disruptive sensorimotor discrepancies |
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105 | (7) |
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112 | (1) |
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8.5 Psychological problems induced by virtual environments |
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113 | (1) |
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8.6 Optical and ergonomic constraints |
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114 | (3) |
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9 Recommendations and solutions |
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117 | (38) |
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118 | (12) |
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9.1.1 Temporal visual-motor discrepancy |
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118 | (3) |
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9.1.2 Temporal-visual discrepancy |
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121 | (1) |
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9.1.3 Oculomotor discrepancy |
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122 | (6) |
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9.1.4 Spatial-visual discrepancy |
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128 | (2) |
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9.1.5 Localisation visual-motor discrepancy |
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130 | (1) |
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9.2 "Unreal observational" VBPs |
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130 | (2) |
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9.2.1 Spatial visual-motor discrepancy |
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130 | (1) |
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9.2.2 Passive visual-motor discrepancy |
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131 | (1) |
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132 | (12) |
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9.3.1 Visual-vestibular (or visual-proprioceptive) discrepancy |
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132 | (11) |
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9.3.2 Temporal visual-vestibular discrepancy |
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143 | (1) |
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9.3.3 Visual-postural discrepancy |
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143 | (1) |
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144 | (1) |
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9.4.1 Visual-manual discrepancy |
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144 | (1) |
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9.5 Analysis grid for the 32 solutions |
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145 | (3) |
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9.6 Adapting to the virtual environment |
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148 | (2) |
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9.6.1 Levels of adjustment difficulties |
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148 | (1) |
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9.6.2 Levels of user adaptation |
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149 | (1) |
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150 | (1) |
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151 | (4) |
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Part II VR headset applications |
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10 Introduction to applications utilising VR headsets |
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155 | (2) |
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10.1 VR applications for all age groups |
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155 | (1) |
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10.2 Professional applications |
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156 | (1) |
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11 Behavioural lab experiments |
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157 | (6) |
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11.1 How VR headsets change the VR landscape |
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157 | (1) |
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11.2 Walking though virtual apertures |
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158 | (4) |
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162 | (1) |
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12 Industrial use ofVR headsets |
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163 | (12) |
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163 | (2) |
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12.2 Driving Simulation (DS) and Virtual Reality (VR) |
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165 | (2) |
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12.2.1 Convergence between driving simulation and virtual reality domains |
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165 | (1) |
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12.2.2 Visuo-vestibular conflict |
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165 | (1) |
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12.2.3 Transport delay or response lag |
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165 | (1) |
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12.2.4 Distance, speed and acceleration perception at scale 1 |
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166 | (1) |
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12.3 Automotive and aerospace VR applications |
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167 | (1) |
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12.4 Simulation sickness (VRISE) |
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168 | (2) |
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12.5 Space and size perception (scale 1 perception) |
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170 | (5) |
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13 Creating digital art installations with VR headsets |
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175 | (12) |
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13.1 VR headsets in artistic creation |
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175 | (5) |
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13.1.1 Virtual Reality as an artistic medium of creation |
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175 | (1) |
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13.1.1.1 The relationship between the spectator and the artwork in art history |
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175 | (1) |
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13.1.1.2 Virtual Reality in digital art |
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176 | (1) |
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13.1.2 Characteristics of VR headsets in regards to other interfaces for artistic creation |
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177 | (1) |
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13.1.2.1 Isolating the spectator from the real world |
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177 | (1) |
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13.1.2.2 The spectator in an invisible body |
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178 | (1) |
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13.1.2.3 Accepting a virtual body |
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179 | (1) |
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13.1.2.4 Designing interaction with the VR headset |
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179 | (1) |
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13.2 A method to create with a VR headset |
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180 | (5) |
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180 | (1) |
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13.2.2 The Immersion Protocol: Scenography and Storytelling |
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181 | (1) |
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13.2.2.1 Create the real set of the artwork |
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181 | (1) |
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13.2.2.2 Taking into account the exhibition space |
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182 | (1) |
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13.2.2.3 Creating a scenography which helps the transition from the real to the virtual world |
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182 | (1) |
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13.2.3 Presence during the experience: maintaining the relationship |
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183 | (1) |
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13.2.3.1 The different styles of storytelling |
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183 | (1) |
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13.2.3.2 Keep the spectator present in the virtual world |
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183 | (1) |
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13.2.3.3 Playing with the concept of presence |
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184 | (1) |
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13.2.4 The Emersion Protocol |
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184 | (1) |
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13.2.4.1 The last scene: transition from the virtual to the real world |
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184 | (1) |
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13.2.4.2 Back to reality and collecting feedback |
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185 | (1) |
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13.3 Conclusion and future directions |
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185 | (2) |
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4 Conclusion and perspectives |
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187 | (4) |
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187 | (2) |
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189 | (2) |
References |
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191 | (8) |
Subject Index |
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199 | |