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      1. Data och IT
      2. Systemvetenskap och AI

      Virtual Reality and Augmented Reality

      Myths and Realities

      AvBruno Arnaldi,Pascal Guitton

      Inbunden, Engelska, 2018

      1 944 kr

      Beställningsvara. Skickas inom 5-8 vardagar. Fri frakt över 249 kr.

      Beskrivning

      Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

      Produktinformation

      • Utgivningsdatum:2018-03-06
      • Mått:163 x 239 x 25 mm
      • Vikt:680 g
      • Format:Inbunden
      • Språk:Engelska
      • Antal sidor:384
      • Förlag:ISTE Ltd and John Wiley & Sons Inc
      • ISBN:9781786301055

      Utforska kategorier

      • Systemvetenskap och AI inom Data och IT
      • Artificiell intelligens inom Data och IT

      Mer om författaren

      B. Arnaldi, Professor, INSA de Rennes, France. P. Guitton, Professor, University of Bordeaux, France. G. Moreau, Professor, Ecole Centrale de Nantes, France.

      Innehållsförteckning

      • Preface xiIntroduction xvBruno ARNALDI, Pascal GUITTON and Guillaume MOREAUChapter 1. New Applications 1Bruno ARNALDI, Stéphane COTIN, Nadine COUTURE, Jean-Louis DAUTIN, Valérie GOURANTON, François GRUSON and Domitile LOURDEAUX1.1. New industrial applications 11.1.1. Virtual reality in industry 11.1.2. Augmented reality and industrial applications 31.1.3. VR-AR for industrial renewal   41.1.4. And what about augmented reality?   121.2. Computer-assisted surgery 141.2.1. Introduction 141.2.2. Virtual reality and simulation for learning   161.2.3. Augmented reality and intervention planning   211.2.4. Augmented reality in surgery   261.2.5. Current conditions and future prospects   311.3. Sustainable cities 321.3.1. Mobility aids in an urban environment   331.3.2. Building and architecture 371.3.3. Cities and urbanism 411.3.4. Towards sustainable urban systems   461.4. Innovative, integrative and adaptive societies   481.4.1. Education 481.4.2. Arts and cultural heritage 541.4.3. Conclusion 601.5. Bibliography 61Chapter 2. The Democratization of VR-AR   73Sébastien KUNTZ, Richard KULPA and Jérôme ROYAN2.1. New equipment 732.1.1. Introduction 732.1.2. Positioning and orientation devices   742.1.3. Restitution devices 822.1.4. Technological challenges and perspectives   1002.1.5. Conclusions on new equipment   1092.2. New software 1112.2.1. Introduction 1112.2.2. Developing 3D applications   1132.2.3. Managing peripheral devices   1162.2.4. Dedicated VR-AR software solutions   1192.2.5. Conclusion 1202.3. Bibliography 121Chapter 3. Complexity and Scientific Challenges   123Ferran ARGELAGUET SANZ, Bruno ARNALDI, Jean-Marie BURKHARDT, Géry CASIEZ, Stéphane DONIKIAN, Florian GOSSELIN, Xavier GRANIER, Patrick LE CALLET, Vincent LEPETIT, Maud MARCHAL, Guillaume MOREAU, Jérôme PERRET and Toinon VIGIER3.1. Introduction: complexity 1233.1.1. Physical model and detecting collisions   1243.1.2. Populating 3D environments: single virtual human to a surging crowd 1303.1.3. The difficulty of making 3D interaction natural   1373.1.4. The difficulty of synthesizing haptic feedback   1413.2. The real–virtual relationship in augmented reality   1503.2.1. Acquisition and restitution equipment   1513.2.2. Pose computation 1523.2.3. Realistic rendering 1563.3. Complexity and scientific challenges of 3D interaction 1583.3.1. Introduction 1583.3.2. Complexity and challenges surrounding the 3D interaction loop 1583.3.3. Challenge 1: sensory-motor actions for interaction 1593.3.4. Challenge 2: multisensory feedback   1633.3.5. Challenge 3: users and perception   1663.3.6. Conclusion 1673.4. Visual perception 1683.4.1. A glossary of terms related to unease, fatigue and physical discomfort 1683.4.2. Display factors 1733.4.3. Conclusion 1793.5. Evaluation 1793.5.1. Objectives and scope of this section   1793.5.2. Evaluation: a complex problem   1803.5.3. Evaluation using studies with human subjects   1843.5.4. Drawbacks to overcome 1933.5.5. Evolutions in measuring performance and behavior, characterizing participants   1953.5.6. Conclusion and perspectives   2003.6. Bibliography 201Chapter 4. Towards VE that are More Closely Related to the Real World 217Géry CASIEZ, Xavier GRANIER, Martin HACHET, Vincent LEPETIT, Guillaume MOREAU and Olivier NANNIPIERI4.1. “Tough” scientific challenges for AR   2184.1.1. Choosing a display device   . 2184.1.2. Spatial localization 2214.2. Topics in AR that are rarely or never approached 2234.2.1. Introduction 2234.2.2. Hybridization through a screen or HMD   2244.3. Spatial augmented reality 2274.3.1. Hybridization of the real world and the virtual world 2274.3.2. Current evolutions 2284.4. Presence in augmented reality   . 2294.4.1. Is presence in reality the model for presence in virtual environments? 2294.4.2. Mixed reality: an end to the real versus virtual binary? 2314.4.3. From mixed reality to mixed presence   2314.4.4. Augmented reality: a total environment   2324.5. 3D interaction on tactile surfaces   2334.5.1. 3D interaction 2344.5.2. 3D interaction on tactile surfaces   2364.6. Bibliography 240Chapter 5. Scientific and Technical Prospects   247Caroline BAILLARD, Philippe GUILLOTEL, Anatole LÉCUYER, Fabien LOTTE, Nicolas MOLLET, Jean-Marie NORMAND and Gaël SEYDOUX5.1. The promised revolution in the field of entertainment 2475.1.1. Introduction 2475.1.2. Defining a new, polymorphic immersive medium 2485.1.3. Promised experiences 2515.1.4. Prospects 2555.2. Brain-computer interfaces 2585.2.1. Brain-computer interfaces: introduction and definitions 2585.2.2. What BCIs cannot do 2605.2.3. Working principle of BCIs   . 2615.2.4. Current applications of BCIs   2635.2.5. The future of BCIs 2685.3. Alternative perceptions in virtual reality   2695.3.1. Introduction 2695.3.2. Pseudo-sensory feedback 2715.3.3. Alternative perception of movement   2755.3.4. Altered perception of one’s body   2785.3.5. Conclusion 2835.4. Bibliography 284Chapter 6. The Challenges and Risks of Democratization of VR-AR 289Philippe FUCHS6.1. Introduction 2896.2. Health and comfort problems 2926.2.1. The different problems 2926.2.2. Sensorimotor incoherences   . 2936.3. Solutions to avoid discomfort and unease   2976.3.1. Presentation of the process   . 2976.3.2. Mitigation of the impact on visuo-vestibular incoherence 2976.3.3. Removing visuo-vestibular incoherence by modifying the functioning of the interaction paradigm   2986.3.4. Removing visuo-vestibular incoherence by modifying interfaces 2996.3.5. Levels of difficulty in adapting   2996.4. Conclusion 3006.5. Bibliography 301Conclusion 303Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAUPostface 309Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAUGlossary 315List of Authors 317Index   321
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