Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D.
The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact.
The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user.
Virtual Reality Technology provides readers with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available.
With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as:
* Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback
* Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering
* Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques
* Programming toolkits for virtual reality and the game production pipeline
* Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR
* Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality.
Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, and defense.
Inhaltsverzeichnis
Book Table of Contents
Dedication
Foreword
Preface to the 3rd Edition
1. Introduction
1. 1 THE THREE I'S OF VIRTUAL REALITY
1. 2 EARLY VIRTUAL REALITY
1. 3 FIRST COMMERCIAL VIRTUAL REALITY
1. 4 VIRTUAL REALITY AT THE TURN OF THE MILENIUM
1. 5 VIRTUAL REALITY IN THE 21ST CENTURY
1. 5 COMPONENTS OF CLASSICAL AND MODERN VIRTUAL REALITY SYSTEMS
1. 6 REVIEW QUESTIONS
REFERENCES
2. Input Devices: Trackers, Navigation, Gesture and Neural Interfaces
2. 1 THREE-DIMENSIONAL POSITION TRACKERS
2. 1. 1 Tracker performance parameters
2. 1. 2 Electromagnetic trackers
Trackers using alternating current (AC) magnetic fields
Trackers using direct current (DC) magnetic fields
Comparison of AC and DC Magnetic Trackers Accuracy Degradation
2. 1. 3 Optical Trackers
Passive Camera-based Optical Trackers
Active Camera-based Optical Trackers
Time-of-Flight Optical Trackers
Consumer-Grade Optical Trackers
Inside-looking-out Optical Trackers
Eye Trackers for Head-Mounted Displays
2. 1. 4 Optical Tracker Accuracy Degradation
2. 1. 5 Hybrid Inertia Trackers
Hybrid inertial-optical trackers
2. 1. 6 Global Positioning System Trackers
2. 2 NAVIGATION AND MANIPULATION INTERFACES
2. 2. 1 Desktop Navigation Interfaces
2. 2. 2 Hand-held Navigation and Manipulation Interfaces
The FlightStick3
Game controllers are navigation and manipulation interfaces
2. 2. 3 Locomotion interfaces
The Cybershoes Arcade
The Omni Treadmill
2. 3 GESTURE INTERFACES
2. 3. 1 Sensing Gloves
The 5DT Ultra Glove Ultra 14
The CyberGlove II
The Cyberglove-HT
2. 3. 2 Natural hand tracking
Natural vs Sensing Glove-based Hand Tracking
2. 4 NEURAL INTERFACES
2. 4. 1 Research-grade Brain-Computer Interfaces
2. 4. 2 Consumer-grade Brain-Computer Interfaces
2. 5 CONCLUSIONS
2. 6 REVIEW QUESTIONS
REFERENCES
3. Output Devices: Graphics Displays
3. 1 THE HUMAN VISION SYSTEM
3. 2 GRAPHICS DISPLAY CHARACTERISRICS
3. 3 DISPLAY TECHNOLOGIES
3. 3. 1 Displays using LCD technology
3. 3. 2 Displays using OLED technology
3. 4 PERSONAL GRAPHICS DISPLAYS
3. 4. 1 Smart phones as VR displays
Smart phones as input devices
Smart phone use in HMDs
3. 4. 2 Head-Mounted Displays
Fixed-resolution HMD optics
Foveated HMD optics
Foveated HMDs which reduce native resolution
Foveated HMDs which increase native resolution
Head-Mounted Displays weight and weight distribution
The FOVE 0 HMD
The Oculus Quest 2 HMD
The HTC VIVE Focus 3
The Pimax Vision 8K X HMD
3. 4. 3 Desk Supported Personal Displays
Autostereoscopic monitors
3D Monitors
3. 5 LARGE VOLUME DISPLAYS
3. 5. 1 Liquid Crystal Tiled Large-Volume Displays
Tiled wall displays
Tiled CAVE displays
3. 5. 2 Projector-based Large-Volume Displays
Dome-type large volume displays
Tiled Display Scene Continuity
Geometrical continuity
Visual continuity
Temporal continuity
3. 6 MICRO-LED WALLS AND HOLOGRAPHIC DISPLAYS
3. 6. 1 Micro-LED Walls
3. 6. 2 Holographic displays
3. 7 CONCLUSIONS
3. 8 REVIEW QUESTIONS<