Title:
Virtual reality technology
Personal Author:
Publication Information:
New York : Wiley, 1994
ISBN:
9780471086321
Added Author:
Available:*
Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
---|---|---|---|---|---|
Searching... | 30000010047182 | QA76.9.H85 B87 1994 | Open Access Book | Book | Searching... |
On Order
Summary
Summary
This in-depth review of current virtual reality technology and its applications provides a detailed analysis of the engineering, scientific and functional aspects of virtual reality systems and the fundamentals of VR modeling and programming. It also contains an exhaustive list of present and future VR applications in a number of diverse fields. Virtual Reality Technology is the first book to include a full chapter on force and tactile feedback and to discuss newer interface tools such as 3-D probes and cyberscopes. Supplemented with 23 color plates and more than 200 drawings and tables which illustrate the concepts described.
Table of Contents
Foreword | p. xiii |
Preface | p. xv |
1 Introduction | p. 1 |
1.1 The Three I's of Virtual Reality | p. 3 |
1.2 A Short History of Early Virtual Reality | p. 3 |
1.3 Early Commercial VR Technology | p. 8 |
1.4 VR Becomes an Industry | p. 10 |
1.5 The Five Classic Components of a VR System | p. 12 |
1.6 Review Questions | p. 13 |
References | p. 14 |
2 Input Devices: Trackers, Navigation, and Gesture Interfaces | p. 16 |
2.1 Three-Dimensional Position Trackers | p. 17 |
2.1.1 Tracker Performance Parameters | p. 19 |
2.1.2 Mechanical Trackers | p. 21 |
2.1.3 Magnetic Trackers | p. 24 |
2.1.4 Ultrasonic Trackers | p. 32 |
2.1.5 Optical Trackers | p. 35 |
2.1.6 Hybrid Intertial Trackers | p. 38 |
2.2 Navigation and Manipulation Interfaces | p. 41 |
2.2.1 Tracker-Based Navigation/Manipulation Interfaces | p. 42 |
2.2.2 Trackballs | p. 44 |
2.2.3 Three-Dimensional Probes | p. 45 |
2.3 Gesture Interfaces | p. 46 |
2.3.1 The Pinch Glove | p. 48 |
2.3.2 The 5DT Data Glove | p. 49 |
2.3.3 The Didjiglove | p. 51 |
2.3.4 The CyberGlove | p. 53 |
2.4 Conclusion | p. 54 |
2.5 Review Questions | p. 54 |
References | p. 54 |
3 Output Devices: Graphics, Three-Dimensional Sound, and Haptic Displays | p. 57 |
3.1 Graphics Displays | p. 58 |
3.1.1 The Human Visual System | p. 58 |
3.1.2 Personal Graphics Displays | p. 60 |
3.1.3 Large-Volume Displays | p. 70 |
3.2 Sound Displays | p. 84 |
3.2.1 The Human Auditory System | p. 84 |
3.2.2 The Convolvotron | p. 88 |
3.2.3 Speaker-Based Three-Dimensional Sound | p. 90 |
3.3 Haptic Feedback | p. 92 |
3.3.1 The Human Haptic System | p. 93 |
3.3.2 Tactile Feedback Interfaces | p. 97 |
3.3.3 Force Feedback Interfaces | p. 102 |
3.4 Conclusion | p. 110 |
3.5 Review Questions | p. 110 |
References | p. 111 |
4 Computing Architectures for VR | p. 116 |
4.1 The Rendering Pipeline | p. 117 |
4.1.1 The Graphics Rendering Pipeline | p. 117 |
4.1.2 The Haptics Rendering Pipeline | p. 125 |
4.2 PC Graphics Architecture | p. 126 |
4.2.1 PC Graphics Accelerators | p. 129 |
4.2.2 Graphics Benchmarks | p. 133 |
4.3 Workstation-Based Architectures | p. 135 |
4.3.1 The Sun Blade 1000 Architecture | p. 136 |
4.3.2 The SGI Infinite Reality Architecture | p. 137 |
4.4 Distributed VR Architectures | p. 139 |
4.4.1 Multipipeline Synchronization | p. 140 |
4.4.2 Colocated Rendering Pipelines | p. 143 |
4.4.3 Distributed Virtual Environments | p. 149 |
4.5 Conclusion | p. 153 |
4.6 Review Questions | p. 154 |
References | p. 155 |
5 Modeling | p. 157 |
5.1 Geometric Modeling | p. 158 |
5.1.1 Virtual Object Shape | p. 158 |
5.1.2 Object Visual Appearance | p. 164 |
5.2 Kinematics Modeling | p. 172 |
5.2.1 Homogeneous Transformation Matrices | p. 172 |
5.2.2 Object Position | p. 172 |
5.2.3 Transformation Invariants | p. 175 |
5.2.4 Object Hierarchies | p. 176 |
5.2.5 Viewing the Three-Dimensional World | p. 178 |
5.3 Physical Modeling | p. 180 |
5.3.1 Collision Detection | p. 180 |
5.3.2 Surface Deformation | p. 183 |
5.3.3 Force Computation | p. 184 |
5.3.4 Force Smoothing and Mapping | p. 190 |
5.3.5 Haptic Texturing | p. 192 |
5.4 Behavior Modeling | p. 194 |
5.5 Model Management | p. 197 |
5.5.1 Level-of-Detail Management | p. 198 |
5.5.2 Cell Segmentation | p. 202 |
5.6 Conclusion | p. 205 |
5.7 Review Questions | p. 206 |
References | p. 206 |
6 VR Programming | p. 210 |
6.1 Toolkits and Scene Graphs | p. 210 |
6.2 WorldToolKit | p. 214 |
6.2.1 Model Geometry and Appearance | p. 214 |
6.2.2 The WTK Scene Graph | p. 215 |
6.2.3 Sensors and Action Functions | p. 218 |
6.2.4 WTK Networking | p. 220 |
6.3 Java 3D | p. 221 |
6.3.1 Model Geometry and Appearance | p. 222 |
6.3.2 Java 3D Scene Graph | p. 223 |
6.3.3 Sensors and Behaviors | p. 225 |
6.3.4 Java 3D Networking | p. 227 |
6.3.5 WTK and Java 3D Performance Comparison | p. 227 |
6.4 General Haptics Open Software Toolkit | p. 231 |
6.4.1 GHOST Integration with the Graphics Pipeline | p. 231 |
6.4.2 The GHOST Haptics Scene Graph | p. 232 |
6.4.3 Collision Detection and Response | p. 234 |
6.4.4 Graphics and PHANToM Calibration | p. 234 |
6.5 PeopleShop | p. 235 |
6.5.1 DI-Guy Geometry and Path | p. 236 |
6.5.2 Sensors and Behaviors | p. 237 |
6.5.3 PeopleShop Networking | p. 238 |
6.6 Conclusion | p. 239 |
6.7 Review Questions | p. 239 |
References | p. 240 |
7 Human Factors in VR | p. 243 |
7.1 Methodology and Terminology | p. 244 |
7.1.1 Data Collection and Analysis | p. 246 |
7.1.2 Usability Engineering Methodology | p. 250 |
7.2 User Performance Studies | p. 253 |
7.2.1 Testbed Evaluation of Universal VR Tasks | p. 253 |
7.2.2 Influence of System Responsiveness on User Performance | p. 256 |
7.2.3 Influence of Feedback Multimodality | p. 260 |
7.3 VR Health and Safety Issues | p. 266 |
7.3.1 Direct Effects of VR Simulations on Users | p. 267 |
7.3.2 Cybersickness | p. 269 |
7.3.3 Adaptation and Aftereffects | p. 274 |
7.3.4 Guidelines for Proper VR Usage | p. 276 |
7.4 VR and Society | p. 277 |
7.4.1 Impact on Professional Life | p. 278 |
7.4.2 Impact on Private Life | p. 278 |
7.4.3 Impact on Public Life | p. 279 |
7.5 Conclusion | p. 280 |
7.6 Review Questions | p. 280 |
References | p. 282 |
8 Traditional VR Applications | p. 285 |
8.1 Medical Applications of VR | p. 287 |
8.1.1 Virtual Anatomy | p. 287 |
8.1.2 Triage and Diagnostic | p. 289 |
8.1.3 Surgery | p. 296 |
8.1.4 Rehabilitation | p. 304 |
8.2 Education, Arts, and Entertainment | p. 314 |
8.2.1 VR in Education | p. 314 |
8.2.2 VR and the Arts | p. 319 |
8.2.3 Entertainment Applications of VR | p. 324 |
8.3 Military VR Applications | p. 328 |
8.3.1 Army Use of VR | p. 328 |
8.3.2 VR Applications in the Navy | p. 334 |
8.3.3 Air Force Use of VR | p. 338 |
8.4 Conclusion | p. 342 |
8.5 Review Questions | p. 342 |
References | p. 343 |
9 Emerging Applications of VR | p. 349 |
9.1 VR Applications in Manufacturing | p. 349 |
9.1.1 Virtual Prototyping | p. 350 |
9.1.2 Other VR Applications in Manufacturing | p. 358 |
9.2 Applications of VR in Robotics | p. 362 |
9.2.1 Robot Programming | p. 363 |
9.2.2 Robot Teleoperation | p. 365 |
9.3 Information Visualization | p. 371 |
9.3.1 Oil Exploration and Well Management | p. 374 |
9.3.2 Volumetric Data Visualization | p. 376 |
9.4 Conclusion | p. 382 |
9.5 Review Questions | p. 382 |
References | p. 383 |
Index | p. 387 |