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Since the second edition of this widely acclaimed book was published, virtual reality technology continued to evolve, with new applications emerging in medicine, oil exploration, defense, manufacturing, and video games.
Table des matières
Book Table of Contents
Dedication
Foreword
Preface to the 3rd Edition
1. Introduction
1.1 THE THREE I'S OF VIRTUAL REALITY
1.2 EARLY VIRTUAL REALITY
1.3 FIRST COMMERCIAL VIRTUAL REALITY
1.4 VIRTUAL REALITY AT THE TURN OF THE MILENIUM
1.5 VIRTUAL REALITY IN THE 21ST CENTURY
1.5 COMPONENTS OF CLASSICAL AND MODERN VIRTUAL REALITY SYSTEMS
1.6 REVIEW QUESTIONS
REFERENCES
2. Input Devices: Trackers, Navigation, Gesture and Neural Interfaces
2.1 THREE-DIMENSIONAL POSITION TRACKERS
2.1.1 Tracker performance parameters
2.1.2 Electromagnetic trackers
Trackers using alternating current (AC) magnetic fields
Trackers using direct current (DC) magnetic fields
Comparison of AC and DC Magnetic Trackers Accuracy Degradation
2.1.3 Optical Trackers
Passive Camera-based Optical Trackers
Active Camera-based Optical Trackers
Time-of-Flight Optical Trackers
Consumer-Grade Optical Trackers
Inside-looking-out Optical Trackers
Eye Trackers for Head-Mounted Displays
2.1.4 Optical Tracker Accuracy Degradation
2.1.5 Hybrid Inertia Trackers
Hybrid inertial-optical trackers
2.1.6 Global Positioning System Trackers
2.2 NAVIGATION AND MANIPULATION INTERFACES
2.2.1 Desktop Navigation Interfaces
2.2.2 Hand-held Navigation and Manipulation Interfaces
The FlightStick3
Game controllers are navigation and manipulation interfaces
2.2.3 Locomotion interfaces
The Cybershoes Arcade
The Omni Treadmill
2.3 GESTURE INTERFACES
2.3.1 Sensing Gloves
The 5DT Ultra Glove Ultra 14
The CyberGlove II
The Cyberglove-HT
2.3.2 Natural hand tracking
Natural vs Sensing Glove-based Hand Tracking
2.4 NEURAL INTERFACES
2.4.1 Research-grade Brain-Computer Interfaces
2.4.2 Consumer-grade Brain-Computer Interfaces
2.5 CONCLUSIONS
2.6 REVIEW QUESTIONS
REFERENCES
3. Output Devices: Graphics Displays
3.1 THE HUMAN VISION SYSTEM
3.2 GRAPHICS DISPLAY CHARACTERISRICS
3.3 DISPLAY TECHNOLOGIES
3.3.1 Displays using LCD technology
3.3.2 Displays using OLED technology
3.4 PERSONAL GRAPHICS DISPLAYS
3.4.1 Smart phones as VR displays
Smart phones as input devices
Smart phone use in HMDs
3.4.2 Head-Mounted Displays
Fixed-resolution HMD optics
Foveated HMD optics
Foveated HMDs which reduce native resolution
Foveated HMDs which increase native resolution
Head-Mounted Displays weight and weight distribution
The FOVE 0 HMD
The Oculus Quest 2 HMD
The HTC VIVE Focus 3
The Pimax Vision 8K X HMD
3.4.3 Desk Supported Personal Displays
Autostereoscopic monitors
3D Monitors
3.5 LARGE VOLUME DISPLAYS
3.5.1 Liquid Crystal Tiled Large-Volume Displays
Tiled wall displays
Tiled CAVE displays
3.5.2 Projector-based Large-Volume Displays
Dome-type large volume displays
Tiled Display Scene Continuity
Geometrical continuity
Visual continuity
Temporal continuity
3.6 MICRO-LED WALLS AND HOLOGRAPHIC DISPLAYS
3.6.1 Micro-LED Walls
3.6.2 Holographic displays
3.7 CONCLUSIONS
3.8 REVIEW QUESTIONS<
A propos de l'auteur
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.
Résumé
Since the second edition of this widely acclaimed book was published, virtual reality technology continued to evolve, with new applications emerging in medicine, oil exploration, defense, manufacturing, and video games.