Skip to:Content
|
Bottom
Cover image for Virtual reality technology
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

Forewordp. xiii
Prefacep. xv
1 Introductionp. 1
1.1 The Three I's of Virtual Realityp. 3
1.2 A Short History of Early Virtual Realityp. 3
1.3 Early Commercial VR Technologyp. 8
1.4 VR Becomes an Industryp. 10
1.5 The Five Classic Components of a VR Systemp. 12
1.6 Review Questionsp. 13
Referencesp. 14
2 Input Devices: Trackers, Navigation, and Gesture Interfacesp. 16
2.1 Three-Dimensional Position Trackersp. 17
2.1.1 Tracker Performance Parametersp. 19
2.1.2 Mechanical Trackersp. 21
2.1.3 Magnetic Trackersp. 24
2.1.4 Ultrasonic Trackersp. 32
2.1.5 Optical Trackersp. 35
2.1.6 Hybrid Intertial Trackersp. 38
2.2 Navigation and Manipulation Interfacesp. 41
2.2.1 Tracker-Based Navigation/Manipulation Interfacesp. 42
2.2.2 Trackballsp. 44
2.2.3 Three-Dimensional Probesp. 45
2.3 Gesture Interfacesp. 46
2.3.1 The Pinch Glovep. 48
2.3.2 The 5DT Data Glovep. 49
2.3.3 The Didjiglovep. 51
2.3.4 The CyberGlovep. 53
2.4 Conclusionp. 54
2.5 Review Questionsp. 54
Referencesp. 54
3 Output Devices: Graphics, Three-Dimensional Sound, and Haptic Displaysp. 57
3.1 Graphics Displaysp. 58
3.1.1 The Human Visual Systemp. 58
3.1.2 Personal Graphics Displaysp. 60
3.1.3 Large-Volume Displaysp. 70
3.2 Sound Displaysp. 84
3.2.1 The Human Auditory Systemp. 84
3.2.2 The Convolvotronp. 88
3.2.3 Speaker-Based Three-Dimensional Soundp. 90
3.3 Haptic Feedbackp. 92
3.3.1 The Human Haptic Systemp. 93
3.3.2 Tactile Feedback Interfacesp. 97
3.3.3 Force Feedback Interfacesp. 102
3.4 Conclusionp. 110
3.5 Review Questionsp. 110
Referencesp. 111
4 Computing Architectures for VRp. 116
4.1 The Rendering Pipelinep. 117
4.1.1 The Graphics Rendering Pipelinep. 117
4.1.2 The Haptics Rendering Pipelinep. 125
4.2 PC Graphics Architecturep. 126
4.2.1 PC Graphics Acceleratorsp. 129
4.2.2 Graphics Benchmarksp. 133
4.3 Workstation-Based Architecturesp. 135
4.3.1 The Sun Blade 1000 Architecturep. 136
4.3.2 The SGI Infinite Reality Architecturep. 137
4.4 Distributed VR Architecturesp. 139
4.4.1 Multipipeline Synchronizationp. 140
4.4.2 Colocated Rendering Pipelinesp. 143
4.4.3 Distributed Virtual Environmentsp. 149
4.5 Conclusionp. 153
4.6 Review Questionsp. 154
Referencesp. 155
5 Modelingp. 157
5.1 Geometric Modelingp. 158
5.1.1 Virtual Object Shapep. 158
5.1.2 Object Visual Appearancep. 164
5.2 Kinematics Modelingp. 172
5.2.1 Homogeneous Transformation Matricesp. 172
5.2.2 Object Positionp. 172
5.2.3 Transformation Invariantsp. 175
5.2.4 Object Hierarchiesp. 176
5.2.5 Viewing the Three-Dimensional Worldp. 178
5.3 Physical Modelingp. 180
5.3.1 Collision Detectionp. 180
5.3.2 Surface Deformationp. 183
5.3.3 Force Computationp. 184
5.3.4 Force Smoothing and Mappingp. 190
5.3.5 Haptic Texturingp. 192
5.4 Behavior Modelingp. 194
5.5 Model Managementp. 197
5.5.1 Level-of-Detail Managementp. 198
5.5.2 Cell Segmentationp. 202
5.6 Conclusionp. 205
5.7 Review Questionsp. 206
Referencesp. 206
6 VR Programmingp. 210
6.1 Toolkits and Scene Graphsp. 210
6.2 WorldToolKitp. 214
6.2.1 Model Geometry and Appearancep. 214
6.2.2 The WTK Scene Graphp. 215
6.2.3 Sensors and Action Functionsp. 218
6.2.4 WTK Networkingp. 220
6.3 Java 3Dp. 221
6.3.1 Model Geometry and Appearancep. 222
6.3.2 Java 3D Scene Graphp. 223
6.3.3 Sensors and Behaviorsp. 225
6.3.4 Java 3D Networkingp. 227
6.3.5 WTK and Java 3D Performance Comparisonp. 227
6.4 General Haptics Open Software Toolkitp. 231
6.4.1 GHOST Integration with the Graphics Pipelinep. 231
6.4.2 The GHOST Haptics Scene Graphp. 232
6.4.3 Collision Detection and Responsep. 234
6.4.4 Graphics and PHANToM Calibrationp. 234
6.5 PeopleShopp. 235
6.5.1 DI-Guy Geometry and Pathp. 236
6.5.2 Sensors and Behaviorsp. 237
6.5.3 PeopleShop Networkingp. 238
6.6 Conclusionp. 239
6.7 Review Questionsp. 239
Referencesp. 240
7 Human Factors in VRp. 243
7.1 Methodology and Terminologyp. 244
7.1.1 Data Collection and Analysisp. 246
7.1.2 Usability Engineering Methodologyp. 250
7.2 User Performance Studiesp. 253
7.2.1 Testbed Evaluation of Universal VR Tasksp. 253
7.2.2 Influence of System Responsiveness on User Performancep. 256
7.2.3 Influence of Feedback Multimodalityp. 260
7.3 VR Health and Safety Issuesp. 266
7.3.1 Direct Effects of VR Simulations on Usersp. 267
7.3.2 Cybersicknessp. 269
7.3.3 Adaptation and Aftereffectsp. 274
7.3.4 Guidelines for Proper VR Usagep. 276
7.4 VR and Societyp. 277
7.4.1 Impact on Professional Lifep. 278
7.4.2 Impact on Private Lifep. 278
7.4.3 Impact on Public Lifep. 279
7.5 Conclusionp. 280
7.6 Review Questionsp. 280
Referencesp. 282
8 Traditional VR Applicationsp. 285
8.1 Medical Applications of VRp. 287
8.1.1 Virtual Anatomyp. 287
8.1.2 Triage and Diagnosticp. 289
8.1.3 Surgeryp. 296
8.1.4 Rehabilitationp. 304
8.2 Education, Arts, and Entertainmentp. 314
8.2.1 VR in Educationp. 314
8.2.2 VR and the Artsp. 319
8.2.3 Entertainment Applications of VRp. 324
8.3 Military VR Applicationsp. 328
8.3.1 Army Use of VRp. 328
8.3.2 VR Applications in the Navyp. 334
8.3.3 Air Force Use of VRp. 338
8.4 Conclusionp. 342
8.5 Review Questionsp. 342
Referencesp. 343
9 Emerging Applications of VRp. 349
9.1 VR Applications in Manufacturingp. 349
9.1.1 Virtual Prototypingp. 350
9.1.2 Other VR Applications in Manufacturingp. 358
9.2 Applications of VR in Roboticsp. 362
9.2.1 Robot Programmingp. 363
9.2.2 Robot Teleoperationp. 365
9.3 Information Visualizationp. 371
9.3.1 Oil Exploration and Well Managementp. 374
9.3.2 Volumetric Data Visualizationp. 376
9.4 Conclusionp. 382
9.5 Review Questionsp. 382
Referencesp. 383
Indexp. 387
Go to:Top of Page