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Virtual Reality and Augmented Reality : Myths and Realities.

By: Contributor(s): Material type: TextTextPublisher: Newark : John Wiley & Sons, Incorporated, 2018Copyright date: ©2018Edition: 1st edDescription: 1 online resource (375 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781119341093
Subject(s): Genre/Form: Additional physical formats: Print version:: Virtual Reality and Augmented RealityDDC classification:
  • 006.8
LOC classification:
  • BD331 .V578 2018
Online resources:
Contents:
Cover -- Half-Title Page -- Title Page -- Copyright Page -- Contents -- Preface -- Introduction -- 1. New Applications -- 1.1. New industrial applications -- 1.1.1. Virtual reality in industry -- 1.1.2. Augmented reality and industrial applications -- 1.1.3. VR-AR for industrial renewal -- 1.1.4. And what about augmented reality? -- 1.2. Computer-assisted surgery -- 1.2.1. Introduction -- 1.2.2. Virtual reality and simulation for learning -- 1.2.3. Augmented reality and intervention planning -- 1.2.4. Augmented reality in surgery -- 1.2.5. Current conditions and future prospects -- 1.3. Sustainable cities -- 1.3.1. Mobility aids in an urban environment -- 1.3.2. Building and architecture -- 1.3.3. Cities and urbanism -- 1.3.4. Towards sustainable urban systems -- 1.4. Innovative, integrative and adaptive societies -- 1.4.1. Education -- 1.4.2. Arts and cultural heritage -- 1.4.3. Conclusion -- 1.5. Bibliography -- 2. The Democratization of VR-AR -- 2.1. New equipment -- 2.1.1. Introduction -- 2.1.2. Positioning and orientation devices -- 2.1.3. Restitution devices -- 2.1.4. Technological challenges and perspectives -- 2.1.5. Conclusions on new equipment -- 2.2. New software -- 2.2.1. Introduction -- 2.2.2. Developing 3D applications -- 2.2.3. Managing peripheral devices -- 2.2.4. Dedicated VR-AR software solutions -- 2.2.5. Conclusion -- 2.3. Bibliography -- 3. Complexity and Scientific Challenges -- 3.1. Introduction: complexity -- 3.1.1. Physical model and detecting collisions -- 3.1.2. Populating 3D environments: single virtual human to a surging crowd -- 3.1.3. The difficulty of making 3D interaction natural -- 3.1.4. The difficulty of synthesizing haptic feedback -- 3.2. The real-virtual relationship in augmented reality -- 3.2.1. Acquisition and restitution equipment -- 3.2.2. Pose computation -- 3.2.3. Realistic rendering.
3.3. Complexity and scientific challenges of 3D interaction -- 3.3.1. Introduction -- 3.3.2. Complexity and challenges surrounding the 3D interaction loop -- 3.3.3. Challenge 1: sensory-motor actions for interaction -- 3.3.4. Challenge 2: multisensory feedback -- 3.3.5. Challenge 3: users and perception -- 3.3.6. Conclusion -- 3.4. Visual perception -- 3.4.1. A glossary of terms related to unease, fatigue and physical discomfort -- 3.4.2. Display factors -- 3.4.3. Conclusion -- 3.5. Evaluation -- 3.5.1. Objectives and scope of this section -- 3.5.2. Evaluation: a complex problem -- 3.5.3. Evaluation using studies with human subjects -- 3.5.4. Drawbacks to overcome -- 3.5.5. Evolutions in measuring performance and behavior, characterizing participants -- 3.5.6. Conclusion and perspectives -- 3.6. Bibliography -- 4. Towards VE that are More Closely Related to the Real World -- 4.1. "Tough" scientific challenges for AR -- 4.1.1. Choosing a display device -- 4.1.2. Spatial localization -- 4.2. Topics in AR that are rarely or never approached -- 4.2.1. Introduction -- 4.2.2. Hybridization through a screen or HMD -- 4.3. Spatial augmented reality -- 4.3.1. Hybridization of the real world and the virtual world -- 4.3.2. Current evolutions -- 4.4. Presence in augmented reality -- 4.4.1. Is presence in reality the model for presence in virtual environments? -- 4.4.2. Mixed reality: an end to the real versus virtual binary? -- 4.4.3. From mixed reality to mixed presence -- 4.4.4. Augmented reality: a total environment -- 4.5. 3D interaction on tactile surfaces -- 4.5.1. 3D interaction -- 4.5.2. 3D interaction on tactile surfaces -- 4.6. Bibliography -- 5. Scientific and Technical Prospects -- 5.1. The promised revolution in the field of entertainment -- 5.1.1. Introduction -- 5.1.2. Defining a new, polymorphic immersive medium -- 5.1.3. Promised experiences.
5.1.4. Prospects -- 5.2. Brain-computer interfaces -- 5.2.1. Brain-computer interfaces: introduction and definitions -- 5.2.2. What BCIs cannot do -- 5.2.3. Working principle of BCIs -- 5.2.4. Current applications of BCIs -- 5.2.5. The future of BCIs -- 5.3. Alternative perceptions in virtual reality -- 5.3.1. Introduction -- 5.3.2. Pseudo-sensory feedback -- 5.3.3. Alternative perception of movement -- 5.3.4. Altered perception of one's body -- 5.3.5. Conclusion -- 5.4. Bibliography -- 6. The Challenges and Risks of Democratization of VR-AR -- 6.1. Introduction -- 6.2. Health and comfort problems -- 6.2.1. The different problems -- 6.2.2. Sensorimotor incoherences -- 6.3. Solutions to avoid discomfort and unease -- 6.3.1. Presentation of the process -- 6.3.2. Mitigation of the impact on visuo-vestibular incoherence -- 6.3.3. Removing visuo-vestibular incoherence by modifying the functioning of the interaction paradigm -- 6.3.4. Removing visuo-vestibular incoherence by modifying interfaces -- 6.3.5. Levels of difficulty in adapting -- 6.4. Conclusion -- 6.5. Bibliography -- Conclusion: Where Will VR-AR be in 10 Years? -- Postface -- Glossary -- List of Authors -- Index -- Other titles from iSTE in Computer Engineering -- EULA.
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Cover -- Half-Title Page -- Title Page -- Copyright Page -- Contents -- Preface -- Introduction -- 1. New Applications -- 1.1. New industrial applications -- 1.1.1. Virtual reality in industry -- 1.1.2. Augmented reality and industrial applications -- 1.1.3. VR-AR for industrial renewal -- 1.1.4. And what about augmented reality? -- 1.2. Computer-assisted surgery -- 1.2.1. Introduction -- 1.2.2. Virtual reality and simulation for learning -- 1.2.3. Augmented reality and intervention planning -- 1.2.4. Augmented reality in surgery -- 1.2.5. Current conditions and future prospects -- 1.3. Sustainable cities -- 1.3.1. Mobility aids in an urban environment -- 1.3.2. Building and architecture -- 1.3.3. Cities and urbanism -- 1.3.4. Towards sustainable urban systems -- 1.4. Innovative, integrative and adaptive societies -- 1.4.1. Education -- 1.4.2. Arts and cultural heritage -- 1.4.3. Conclusion -- 1.5. Bibliography -- 2. The Democratization of VR-AR -- 2.1. New equipment -- 2.1.1. Introduction -- 2.1.2. Positioning and orientation devices -- 2.1.3. Restitution devices -- 2.1.4. Technological challenges and perspectives -- 2.1.5. Conclusions on new equipment -- 2.2. New software -- 2.2.1. Introduction -- 2.2.2. Developing 3D applications -- 2.2.3. Managing peripheral devices -- 2.2.4. Dedicated VR-AR software solutions -- 2.2.5. Conclusion -- 2.3. Bibliography -- 3. Complexity and Scientific Challenges -- 3.1. Introduction: complexity -- 3.1.1. Physical model and detecting collisions -- 3.1.2. Populating 3D environments: single virtual human to a surging crowd -- 3.1.3. The difficulty of making 3D interaction natural -- 3.1.4. The difficulty of synthesizing haptic feedback -- 3.2. The real-virtual relationship in augmented reality -- 3.2.1. Acquisition and restitution equipment -- 3.2.2. Pose computation -- 3.2.3. Realistic rendering.

3.3. Complexity and scientific challenges of 3D interaction -- 3.3.1. Introduction -- 3.3.2. Complexity and challenges surrounding the 3D interaction loop -- 3.3.3. Challenge 1: sensory-motor actions for interaction -- 3.3.4. Challenge 2: multisensory feedback -- 3.3.5. Challenge 3: users and perception -- 3.3.6. Conclusion -- 3.4. Visual perception -- 3.4.1. A glossary of terms related to unease, fatigue and physical discomfort -- 3.4.2. Display factors -- 3.4.3. Conclusion -- 3.5. Evaluation -- 3.5.1. Objectives and scope of this section -- 3.5.2. Evaluation: a complex problem -- 3.5.3. Evaluation using studies with human subjects -- 3.5.4. Drawbacks to overcome -- 3.5.5. Evolutions in measuring performance and behavior, characterizing participants -- 3.5.6. Conclusion and perspectives -- 3.6. Bibliography -- 4. Towards VE that are More Closely Related to the Real World -- 4.1. "Tough" scientific challenges for AR -- 4.1.1. Choosing a display device -- 4.1.2. Spatial localization -- 4.2. Topics in AR that are rarely or never approached -- 4.2.1. Introduction -- 4.2.2. Hybridization through a screen or HMD -- 4.3. Spatial augmented reality -- 4.3.1. Hybridization of the real world and the virtual world -- 4.3.2. Current evolutions -- 4.4. Presence in augmented reality -- 4.4.1. Is presence in reality the model for presence in virtual environments? -- 4.4.2. Mixed reality: an end to the real versus virtual binary? -- 4.4.3. From mixed reality to mixed presence -- 4.4.4. Augmented reality: a total environment -- 4.5. 3D interaction on tactile surfaces -- 4.5.1. 3D interaction -- 4.5.2. 3D interaction on tactile surfaces -- 4.6. Bibliography -- 5. Scientific and Technical Prospects -- 5.1. The promised revolution in the field of entertainment -- 5.1.1. Introduction -- 5.1.2. Defining a new, polymorphic immersive medium -- 5.1.3. Promised experiences.

5.1.4. Prospects -- 5.2. Brain-computer interfaces -- 5.2.1. Brain-computer interfaces: introduction and definitions -- 5.2.2. What BCIs cannot do -- 5.2.3. Working principle of BCIs -- 5.2.4. Current applications of BCIs -- 5.2.5. The future of BCIs -- 5.3. Alternative perceptions in virtual reality -- 5.3.1. Introduction -- 5.3.2. Pseudo-sensory feedback -- 5.3.3. Alternative perception of movement -- 5.3.4. Altered perception of one's body -- 5.3.5. Conclusion -- 5.4. Bibliography -- 6. The Challenges and Risks of Democratization of VR-AR -- 6.1. Introduction -- 6.2. Health and comfort problems -- 6.2.1. The different problems -- 6.2.2. Sensorimotor incoherences -- 6.3. Solutions to avoid discomfort and unease -- 6.3.1. Presentation of the process -- 6.3.2. Mitigation of the impact on visuo-vestibular incoherence -- 6.3.3. Removing visuo-vestibular incoherence by modifying the functioning of the interaction paradigm -- 6.3.4. Removing visuo-vestibular incoherence by modifying interfaces -- 6.3.5. Levels of difficulty in adapting -- 6.4. Conclusion -- 6.5. Bibliography -- Conclusion: Where Will VR-AR be in 10 Years? -- Postface -- Glossary -- List of Authors -- Index -- Other titles from iSTE in Computer Engineering -- EULA.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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