This book summarizes recent research topics, focusing on four major areas: (1) intelligent content-based information retrieval and virtual world, (2) quality-of-services of multimedia data, (3) intelligent techniques for distance education, and (4) intelligent agents for e-commerce.
Human Walking in Virtual Environments: Perception, Technology, and Applications
β Scribed by David Waller, Eric Hodgson (auth.), Frank Steinicke, Yon Visell, Jennifer Campos, Anatole LΓ©cuyer (eds.)
- Publisher
- Springer-Verlag New York
- Year
- 2013
- Tongue
- English
- Leaves
- 402
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.
β¦ Table of Contents
Front Matter....Pages i-x
Front Matter....Pages 1-1
Sensory Contributions to Spatial Knowledge of Real and Virtual Environments....Pages 3-26
Perceptual and Cognitive Factors for Self-Motion Simulation in Virtual Environments: How Can Self-Motion Illusions (βVectionβ) Be Utilized?....Pages 27-54
Biomechanics of Walking in Real World: Naturalness we Wish to Reach in Virtual Reality....Pages 55-77
Affordance Perception and the Visual Control of Locomotion....Pages 79-98
The Effect of Translational and Rotational Body-Based Information on Navigation....Pages 99-112
Enabling Unconstrained Omnidirectional Walking Through Virtual Environments: An Overview of the CyberWalk Project....Pages 113-144
Front Matter....Pages 145-145
Displays and Interaction for Virtual Travel....Pages 147-175
Sensing Human Walking: Algorithms and Techniques for Extracting and Modeling Locomotion....Pages 177-197
Locomotion Interfaces....Pages 199-219
Implementing Walking in Virtual Environments....Pages 221-240
Stepping-Driven Locomotion Interfaces....Pages 241-262
Multimodal Rendering of Walking Over Virtual Grounds....Pages 263-295
Front Matter....Pages 297-297
Displacements in Virtual Reality for Sports Performance Analysis....Pages 299-318
Redirected Walking in Mixed Reality Training Applications....Pages 319-331
VR-Based Assessment and Rehabilitation of Functional Mobility....Pages 333-350
Full Body Locomotion with Video Game Motion Controllers....Pages 351-376
Interacting with Augmented Floor Surfaces....Pages 377-399
Back Matter....Pages 401-402
β¦ Subjects
Control, Robotics, Mechatronics; Computer Imaging, Vision, Pattern Recognition and Graphics; Biomedical Engineering
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