Virtual Reality and Augmented Reality – Myths and Realities
Myths and Realities
Gebonden Engels 2018 9781786301055Samenvatting
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.
Specificaties
Lezersrecensies
Inhoudsopgave
<p>Introduction xv<br />Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAU</p>
<p>Chapter 1. New Applications 1<br />Bruno ARNALDI, Stéphane COTIN, Nadine COUTURE, Jean–Louis DAUTIN, Valérie GOURANTON, François GRUSON and Domitile LOURDEAUX</p>
<p>1.1. New industrial applications 1</p>
<p>1.1.1. Virtual reality in industry 1</p>
<p>1.1.2. Augmented reality and industrial applications 3</p>
<p>1.1.3. VR–AR for industrial renewal 4</p>
<p>1.1.4. And what about augmented reality? 12</p>
<p>1.2. Computer–assisted surgery 14</p>
<p>1.2.1. Introduction 14</p>
<p>1.2.2. Virtual reality and simulation for learning 16</p>
<p>1.2.3. Augmented reality and intervention planning 21</p>
<p>1.2.4. Augmented reality in surgery 26</p>
<p>1.2.5. Current conditions and future prospects 31</p>
<p>1.3. Sustainable cities 32</p>
<p>1.3.1. Mobility aids in an urban environment 33</p>
<p>1.3.2. Building and architecture 37</p>
<p>1.3.3. Cities and urbanism 41</p>
<p>1.3.4. Towards sustainable urban systems 46</p>
<p>1.4. Innovative, integrative and adaptive societies 48</p>
<p>1.4.1. Education 48</p>
<p>1.4.2. Arts and cultural heritage 54</p>
<p>1.4.3. Conclusion 60</p>
<p>1.5. Bibliography 61</p>
<p>Chapter 2. The Democratization of VR–AR 73<br />Sébastien KUNTZ, Richard KULPA and Jérôme ROYAN</p>
<p>2.1. New equipment 73</p>
<p>2.1.1. Introduction 73</p>
<p>2.1.2. Positioning and orientation devices 74</p>
<p>2.1.3. Restitution devices 82</p>
<p>2.1.4. Technological challenges and perspectives 100</p>
<p>2.1.5. Conclusions on new equipment 109</p>
<p>2.2. New software 111</p>
<p>2.2.1. Introduction 111</p>
<p>2.2.2. Developing 3D applications 113</p>
<p>2.2.3. Managing peripheral devices 116</p>
<p>2.2.4. Dedicated VR–AR software solutions 119</p>
<p>2.2.5. Conclusion 120</p>
<p>2.3. Bibliography 121</p>
<p>Chapter 3. Complexity and Scientific Challenges 123<br />Ferran 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 VIGIER</p>
<p>3.1. Introduction: complexity 123</p>
<p>3.1.1. Physical model and detecting collisions 124</p>
<p>3.1.2. Populating 3D environments: single virtual human to a surging crowd 130</p>
<p>3.1.3. The difficulty of making 3D interaction natural 137</p>
<p>3.1.4. The difficulty of synthesizing haptic feedback 141</p>
<p>3.2. The real virtual relationship in augmented reality 150</p>
<p>3.2.1. Acquisition and restitution equipment 151</p>
<p>3.2.2. Pose computation 152</p>
<p>3.2.3. Realistic rendering 156</p>
<p>3.3. Complexity and scientific challenges of 3D interaction 158</p>
<p>3.3.1. Introduction 158</p>
<p>3.3.2. Complexity and challenges surrounding the 3D interaction loop 158</p>
<p>3.3.3. Challenge 1: sensory–motor actions for interaction 159</p>
<p>3.3.4. Challenge 2: multisensory feedback 163</p>
<p>3.3.5. Challenge 3: users and perception 166</p>
<p>3.3.6. Conclusion 167</p>
<p>3.4. Visual perception 168</p>
<p>3.4.1. A glossary of terms related to unease, fatigue and physical discomfort 168</p>
<p>3.4.2. Display factors 173</p>
<p>3.4.3. Conclusion 179</p>
<p>3.5. Evaluation 179</p>
<p>3.5.1. Objectives and scope of this section 179</p>
<p>3.5.2. Evaluation: a complex problem 180</p>
<p>3.5.3. Evaluation using studies with human subjects 184</p>
<p>3.5.4. Drawbacks to overcome 193</p>
<p>3.5.5. Evolutions in measuring performance and behavior, characterizing participants 195</p>
<p>3.5.6. Conclusion and perspectives 200</p>
<p>3.6. Bibliography 201</p>
<p>Chapter 4. Towards VE that are More Closely Related to the Real World 217<br />Géry CASIEZ, Xavier GRANIER, Martin HACHET, Vincent LEPETIT, Guillaume MOREAU and Olivier NANNIPIERI</p>
<p>4.1. Tough scientific challenges for AR 218</p>
<p>4.1.1. Choosing a display device . 218</p>
<p>4.1.2. Spatial localization 221</p>
<p>4.2. Topics in AR that are rarely or never approached 223</p>
<p>4.2.1. Introduction 223</p>
<p>4.2.2. Hybridization through a screen or HMD 224</p>
<p>4.3. Spatial augmented reality 227</p>
<p>4.3.1. Hybridization of the real world and the virtual world 227</p>
<p>4.3.2. Current evolutions 228</p>
<p>4.4. Presence in augmented reality . 229</p>
<p>4.4.1. Is presence in reality the model for presence in virtual environments? 229</p>
<p>4.4.2. Mixed reality: an end to the real versus virtual binary? 231</p>
<p>4.4.3. From mixed reality to mixed presence 231</p>
<p>4.4.4. Augmented reality: a total environment 232</p>
<p>4.5. 3D interaction on tactile surfaces 233</p>
<p>4.5.1. 3D interaction 234</p>
<p>4.5.2. 3D interaction on tactile surfaces 236</p>
<p>4.6. Bibliography 240</p>
<p>Chapter 5. Scientific and Technical Prospects 247<br />Caroline BAILLARD, Philippe GUILLOTEL, Anatole LÉCUYER, Fabien LOTTE, Nicolas MOLLET, Jean–Marie NORMAND and Gaël SEYDOUX</p>
<p>5.1. The promised revolution in the field of entertainment 247</p>
<p>5.1.1. Introduction 247</p>
<p>5.1.2. Defining a new, polymorphic immersive medium 248</p>
<p>5.1.3. Promised experiences 251</p>
<p>5.1.4. Prospects 255</p>
<p>5.2. Brain–computer interfaces 258</p>
<p>5.2.1. Brain–computer interfaces: introduction and definitions 258</p>
<p>5.2.2. What BCIs cannot do 260</p>
<p>5.2.3. Working principle of BCIs . 261</p>
<p>5.2.4. Current applications of BCIs 263</p>
<p>5.2.5. The future of BCIs 268</p>
<p>5.3. Alternative perceptions in virtual reality 269</p>
<p>5.3.1. Introduction 269</p>
<p>5.3.2. Pseudo–sensory feedback 271</p>
<p>5.3.3. Alternative perception of movement 275</p>
<p>5.3.4. Altered perception of one s body 278</p>
<p>5.3.5. Conclusion 283</p>
<p>5.4. Bibliography 284</p>
<p>Chapter 6. The Challenges and Risks of Democratization of VR–AR 289<br />Philippe FUCHS</p>
<p>6.1. Introduction 289</p>
<p>6.2. Health and comfort problems 292</p>
<p>6.2.1. The different problems 292</p>
<p>6.2.2. Sensorimotor incoherences . 293</p>
<p>6.3. Solutions to avoid discomfort and unease 297</p>
<p>6.3.1. Presentation of the process . 297</p>
<p>6.3.2. Mitigation of the impact on visuo–vestibular incoherence 297</p>
<p>6.3.3. Removing visuo–vestibular incoherence by modifying the functioning of the interaction paradigm 298</p>
<p>6.3.4. Removing visuo–vestibular incoherence by modifying interfaces 299</p>
<p>6.3.5. Levels of difficulty in adapting 299</p>
<p>6.4. Conclusion 300</p>
<p>6.5. Bibliography 301</p>
<p>Conclusion 303<br />Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAU</p>
<p>Postface 309<br />Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAU</p>
<p>Glossary 315</p>
<p>List of Authors 317</p>
<p>Index 321</p>
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