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Cover image for Virtual reality technology
Title:
Virtual reality technology
Personal Author:
Edition:
2nd ed.
Publication Information:
Hoboken, N.J. : Wiley-Interscience, 2003
Physical Description:
1v + 1 CD-ROM
ISBN:
9780471360896
General Note:
Also available in compact disc version : CP 4329
Added Author:

Available:*

Library
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Material Type
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30000010047072 QA76.9.H85 B87 2003 Open Access Book Book
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Summary

Summary

A groundbreaking Virtual Reality textbook is now even better

Virtual reality is a very powerful and compelling computer application by which humans can interface and interact with computer-generated environments in a way that mimics real life and engages all the senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration and the military, to name just a few. Through virtual reality scientists can triple the rate of oil discovery, pilots can dogfight numerically-superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients.

This Second Edition of the first comprehensive technical book on the subject of virtual reality provides updated and expanded coverage of the technology--where it originated, how it has evolved, and where it is going. The authors cover all of the latest innovations and applications that are making virtual reality more important than ever before, including:
* Coverage on input and output interfaces including touch and force feedback
* Computing architecture (with emphasis on the rendering pipeline and task distribution)
* Object modeling (including physical and behavioral aspects)
* Programming for virtual reality
* An in-depth look at human factors issues, user performance, and
* sensorial conflict aspects of VR
* Traditional and emerging VR applications
The new edition of Virtual Reality Technology is specifically designed for use as a textbook. Thus it includes definitions, review questions, and a Laboratory Manual with homework and programming assignments. The accompanying CD-ROM also contains video clips that reinforce the topics covered in the textbook. The Second Edition will serve as a state-of-the-art resource for both graduate and undergraduate students in engineering, computer science, and other disciplines.

GRIGORE C. BURDEA is a professor at Rutgers-the State University of New Jersey, and author of the book Force and Touch Feedback for Virtual Reality, also published by Wiley.

PHILIPPE COIFFET is a Director of Research at CNRS (French National Scientific Research Center) and Member of the National Academy of Technologies of France. He authored 20 books on Robotics and VR translated into several languages.


Author Notes

GRIGORE C. BURDEA is a professor at Rutgers, the State University of New Jersey, and author of the book Force and Touch Feedback for Virtual Reality, also published by Wiley.

PHILIPPE COIFFET is a Director of Research at CNRS (French National Scientific Research Center) and Member of the National Academy of Technologies of France. He has authored twenty books on robotics and virtual reality, which have been translated into several languages.


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
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