Fr. 135.00

Virtual Reality Technology

Anglais · Livre Relié

Expédition généralement dans un délai de 1 à 3 jours ouvrés

Description

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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.

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