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E-raamat: Virtual Reality Headsets - A Theoretical and Pragmatic Approach

(Ecole des Mines, ParisTech, Paris, France)
  • Formaat: 214 pages
  • Ilmumisaeg: 24-Feb-2017
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351803076
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  • Formaat: 214 pages
  • Ilmumisaeg: 24-Feb-2017
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351803076

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The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals.

The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I² model. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

Arvustused

"Prof. Philippe Fuchs is a true world-class expert in VR and its relationship with human perception.

The recent resurgence of virtual reality by the massive investment of Facebook and Google has created an unprecedented interest in virtual reality in the public imagination especially for HMD based VR. The problem is that this new generation of VR enthusiast do not have a deep knowledge of the impact of VR on human perception. These include nausea, disorientation, and the simulator syndrome where hand-eye coordination can be altered by long exposure to poorly designed VR experience resulting in potential accidents which could lead to liabilities. This is why this book is important as it will review what is known about VR and its influence on human perception and then describes in practical terms how to minimize those effects. Most likely this book will become the must read in this field for anyone who is serious about designing HMD hardware or VR software that are truly compatible with human perception."

Dr. Pierre Boulanger, Professor and director of the Advanced Man-Machine Interface Laboratory, University of Alberta, Canada

"... It is [ ...] essential to present, as clearly as possible, VR concepts, to explain the operating principles of [ ...] new VR headsets and to study their use for understanding both the opportunities and the risks. Unfortunately, there was a missing link between these articles for the general public and communications in journals or at scientific conferences for experts, whether industrial or academic. It is to fill this gap that Philippe Fuchs has decided to write this book. It fully describes the concepts, modes, uses and ways to avoid discomfort and possible faintness. I am betting that this book will meet with success."

Pascal Guitton, Professor of Computer Science at the University of Bordeaux, Founding Member and Président of the French National Association of Virtual Reality (20092011) and Scientific Director of Inria (20102014).

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