Virtual Reality and Augmented Reality – Myths and Realities

Myths and Realities

Gebonden Engels 2018 9781786301055
Verwachte levertijd ongeveer 9 werkdagen

Samenvatting

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

ISBN13:9781786301055
Taal:Engels
Bindwijze:gebonden
Aantal pagina's:384

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Inhoudsopgave

<p>Preface xi</p>
<p>Introduction xv<br />Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAU</p>
<p>Chapter 1. New Applications 1<br />Bruno ARNALDI, St&eacute;phane COTIN, Nadine COUTURE, Jean–Louis DAUTIN, Val&eacute;rie GOURANTON, Fran&ccedil;ois 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 &nbsp;&nbsp;4</p>
<p>1.1.4. And what about augmented reality? &nbsp;&nbsp;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 &nbsp;&nbsp;16</p>
<p>1.2.3. Augmented reality and intervention planning &nbsp;&nbsp;21</p>
<p>1.2.4. Augmented reality in surgery &nbsp;&nbsp;26</p>
<p>1.2.5. Current conditions and future prospects &nbsp;&nbsp;31</p>
<p>1.3. Sustainable cities 32</p>
<p>1.3.1. Mobility aids in an urban environment &nbsp;&nbsp;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 &nbsp;&nbsp;46</p>
<p>1.4. Innovative, integrative and adaptive societies &nbsp;&nbsp;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 &nbsp;&nbsp;73<br />S&eacute;bastien KUNTZ, Richard KULPA and J&eacute;r&ocirc;me ROYAN</p>
<p>2.1. New equipment 73</p>
<p>2.1.1. Introduction 73</p>
<p>2.1.2. Positioning and orientation devices &nbsp;&nbsp;74</p>
<p>2.1.3. Restitution devices 82</p>
<p>2.1.4. Technological challenges and perspectives &nbsp;&nbsp;100</p>
<p>2.1.5. Conclusions on new equipment &nbsp;&nbsp;109</p>
<p>2.2. New software 111</p>
<p>2.2.1. Introduction 111</p>
<p>2.2.2. Developing 3D applications &nbsp;&nbsp;113</p>
<p>2.2.3. Managing peripheral devices &nbsp;&nbsp;116</p>
<p>2.2.4. Dedicated VR–AR software solutions &nbsp;&nbsp;119</p>
<p>2.2.5. Conclusion 120</p>
<p>2.3. Bibliography 121</p>
<p>Chapter 3. Complexity and Scientific Challenges &nbsp;&nbsp;123<br />Ferran ARGELAGUET SANZ, Bruno ARNALDI, Jean–Marie BURKHARDT, G&eacute;ry CASIEZ, St&eacute;phane DONIKIAN, Florian GOSSELIN, Xavier GRANIER, Patrick LE CALLET, Vincent LEPETIT, Maud MARCHAL, Guillaume MOREAU, J&eacute;r&ocirc;me PERRET and Toinon VIGIER</p>
<p>3.1. Introduction: complexity 123</p>
<p>3.1.1. Physical model and detecting collisions &nbsp;&nbsp;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 &nbsp;&nbsp;137</p>
<p>3.1.4. The difficulty of synthesizing haptic feedback &nbsp;&nbsp;141</p>
<p>3.2. The real virtual relationship in augmented reality &nbsp;&nbsp;150</p>
<p>3.2.1. Acquisition and restitution equipment &nbsp;&nbsp;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 &nbsp;&nbsp;163</p>
<p>3.3.5. Challenge 3: users and perception &nbsp;&nbsp;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 &nbsp;&nbsp;179</p>
<p>3.5.2. Evaluation: a complex problem &nbsp;&nbsp;180</p>
<p>3.5.3. Evaluation using studies with human subjects &nbsp;&nbsp;184</p>
<p>3.5.4. Drawbacks to overcome 193</p>
<p>3.5.5. Evolutions in measuring performance and behavior, characterizing participants &nbsp;&nbsp;195</p>
<p>3.5.6. Conclusion and perspectives &nbsp;&nbsp;200</p>
<p>3.6. Bibliography 201</p>
<p>Chapter 4. Towards VE that are More Closely Related to the Real World 217<br />G&eacute;ry CASIEZ, Xavier GRANIER, Martin HACHET, Vincent LEPETIT, Guillaume MOREAU and Olivier NANNIPIERI</p>
<p>4.1. Tough scientific challenges for AR &nbsp;&nbsp;218</p>
<p>4.1.1. Choosing a display device &nbsp;&nbsp;. 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 &nbsp;&nbsp;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 &nbsp;&nbsp;. 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 &nbsp;&nbsp;231</p>
<p>4.4.4. Augmented reality: a total environment &nbsp;&nbsp;232</p>
<p>4.5. 3D interaction on tactile surfaces &nbsp;&nbsp;233</p>
<p>4.5.1. 3D interaction 234</p>
<p>4.5.2. 3D interaction on tactile surfaces &nbsp;&nbsp;236</p>
<p>4.6. Bibliography 240</p>
<p>Chapter 5. Scientific and Technical Prospects &nbsp;&nbsp;247<br />Caroline BAILLARD, Philippe GUILLOTEL, Anatole L&Eacute;CUYER, Fabien LOTTE, Nicolas MOLLET, Jean–Marie NORMAND and Ga&euml;l 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 &nbsp;&nbsp;. 261</p>
<p>5.2.4. Current applications of BCIs &nbsp;&nbsp;263</p>
<p>5.2.5. The future of BCIs 268</p>
<p>5.3. Alternative perceptions in virtual reality &nbsp;&nbsp;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 &nbsp;&nbsp;275</p>
<p>5.3.4. Altered perception of one s body &nbsp;&nbsp;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 &nbsp;&nbsp;. 293</p>
<p>6.3. Solutions to avoid discomfort and unease &nbsp;&nbsp;297</p>
<p>6.3.1. Presentation of the process &nbsp;&nbsp;. 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 &nbsp;&nbsp;298</p>
<p>6.3.4. Removing visuo–vestibular incoherence by modifying interfaces 299</p>
<p>6.3.5. Levels of difficulty in adapting &nbsp;&nbsp;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 &nbsp;&nbsp;321</p>

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        Virtual Reality and Augmented Reality – Myths and Realities