Virtual Reality Technology

ISBN-10: 0471360899

ISBN-13: 9780471360896

Edition: 2nd 2003 (Revised)

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Description: This expanded and updated edition discusses all aspects of virtual reality from an engineering point of view. Major topics discussed are VR tools, touch and force feedback, computing architectures, object modelling, programming for VR, human factors and applications.

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Book details

List price: $199.00
Edition: 2nd
Copyright year: 2003
Publisher: John Wiley & Sons, Incorporated
Publication date: 6/30/2003
Binding: Hardcover
Pages: 464
Size: 7.00" wide x 10.00" long x 1.00" tall
Weight: 2.2
Language: English

Foreword
Preface
Introduction
The Three I's of Virtual Reality
A Short History of Early Virtual Reality
Early Commercial VR Technology
VR Becomes an Industry
The Five Classic Components of a VR System
Review Questions
References
Input Devices: Trackers, Navigation, and Gesture Interfaces
Three-Dimensional Position Trackers
Tracker Performance Parameters
Mechanical Trackers
Magnetic Trackers
Ultrasonic Trackers
Optical Trackers
Hybrid Intertial Trackers
Navigation and Manipulation Interfaces
Tracker-Based Navigation/Manipulation Interfaces
Trackballs
Three-Dimensional Probes
Gesture Interfaces
The Pinch Glove
The 5DT Data Glove
The Didjiglove
The CyberGlove
Conclusion
Review Questions
References
Output Devices: Graphics, Three-Dimensional Sound, and Haptic Displays
Graphics Displays
The Human Visual System
Personal Graphics Displays
Large-Volume Displays
Sound Displays
The Human Auditory System
The Convolvotron
Speaker-Based Three-Dimensional Sound
Haptic Feedback
The Human Haptic System
Tactile Feedback Interfaces
Force Feedback Interfaces
Conclusion
Review Questions
References
Computing Architectures for VR
The Rendering Pipeline
The Graphics Rendering Pipeline
The Haptics Rendering Pipeline
PC Graphics Architecture
PC Graphics Accelerators
Graphics Benchmarks
Workstation-Based Architectures
The Sun Blade 1000 Architecture
The SGI Infinite Reality Architecture
Distributed VR Architectures
Multipipeline Synchronization
Colocated Rendering Pipelines
Distributed Virtual Environments
Conclusion
Review Questions
References
Modeling
Geometric Modeling
Virtual Object Shape
Object Visual Appearance
Kinematics Modeling
Homogeneous Transformation Matrices
Object Position
Transformation Invariants
Object Hierarchies
Viewing the Three-Dimensional World
Physical Modeling
Collision Detection
Surface Deformation
Force Computation
Force Smoothing and Mapping
Haptic Texturing
Behavior Modeling
Model Management
Level-of-Detail Management
Cell Segmentation
Conclusion
Review Questions
References
VR Programming
Toolkits and Scene Graphs
WorldToolKit
Model Geometry and Appearance
The WTK Scene Graph
Sensors and Action Functions
WTK Networking
Java 3D
Model Geometry and Appearance
Java 3D Scene Graph
Sensors and Behaviors
Java 3D Networking
WTK and Java 3D Performance Comparison
General Haptics Open Software Toolkit
GHOST Integration with the Graphics Pipeline
The GHOST Haptics Scene Graph
Collision Detection and Response
Graphics and PHANToM Calibration
PeopleShop
DI-Guy Geometry and Path
Sensors and Behaviors
PeopleShop Networking
Conclusion
Review Questions
References
Human Factors in VR
Methodology and Terminology
Data Collection and Analysis
Usability Engineering Methodology
User Performance Studies
Testbed Evaluation of Universal VR Tasks
Influence of System Responsiveness on User Performance
Influence of Feedback Multimodality
VR Health and Safety Issues
Direct Effects of VR Simulations on Users
Cybersickness
Adaptation and Aftereffects
Guidelines for Proper VR Usage
VR and Society
Impact on Professional Life
Impact on Private Life
Impact on Public Life
Conclusion
Review Questions
References
Traditional VR Applications
Medical Applications of VR
Virtual Anatomy
Triage and Diagnostic
Surgery
Rehabilitation
Education, Arts, and Entertainment
VR in Education
VR and the Arts
Entertainment Applications of VR
Military VR Applications
Army Use of VR
VR Applications in the Navy
Air Force Use of VR
Conclusion
Review Questions
References
Emerging Applications of VR
VR Applications in Manufacturing
Virtual Prototyping
Other VR Applications in Manufacturing
Applications of VR in Robotics
Robot Programming
Robot Teleoperation
Information Visualization
Oil Exploration and Well Management
Volumetric Data Visualization
Conclusion
Review Questions
References
Index
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