𝔖 Scriptorium
✦   LIBER   ✦

πŸ“

Virtual reality headsets : a theoretical and pragmatic approach

✍ Scribed by Fuchs, Philippe


Publisher
CRC Press / Balkema
Year
2017
Tongue
English
Leaves
214
Edition
1
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals.

The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3IΒ² model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

✦ Table of Contents


Content: Part I A theoretical and pragmatic approach for VR headsets 1 Introduction and challenges 2 Concepts of virtual reality 2.1 Definitions of virtual reality 2.2 Fundamental approach for immersion and interaction 2.3 Immersion and presence 3 Human senses 3.1 Introduction 3.2 Vision 3.3 Cutaneous sensitivity 3.4 Proprioception 4 Visual interfaces 4.1 Introduction 4.2 Processes for the visual perception of the 3D space 4.3 Visual interfaces with fixed support 4.4 Stereoscopic restitution of vision 5 VR headsets 5.1 Introduction 5.2 Different types of VR headset 5.3 The design of optical system 5.4 Display screens 5.5 Head tracking sensor 5.6 The ergonomic design 6 Interfaces used with VR headsets 6.1 Introduction 6.2 Tracked handheld controllers 6.3 1D treadmill and omnidirectional (2D) treadmill 6.4 Motion simulator 7 Functional and technical characteristics of VR headsets 7.1 Introduction 7.2 Main features 7.3 Technical characteristics of VR headsets 7.4 Conclusion 8 Comfort and health 8.1 Comfort and health issues 8.2 Introduction to sensorimotor discrepancies 8.3 Taxonomy of sensorimotor discrepancies 8.4 Controlling actions 8.5 Psychological problems induced by virtual environments 8.6 Optical and ergonomic constraints 9 Recommendations and solutions 9.1 Observational VBPs 9.2 "Unreal observational" VBPs 9.3 Navigation VBPs 9.4 Manipulation VBPs 9.5 Analysis grid for the 32 solutions 9.6 Adapting to the virtual environment 9.7 Safety rules 9.8 Conclusions Part II VR headset applications 10 Introduction to applications utilising VR headsets 10.1 VR applications for all age groups 10.2 Professional applications 11 Behavioural lab experiments 11.1 How VR headsets change the VR landscape 11.2 Walking though virtual apertures 11.3 Conclusion 12 Industrial use of VR headsets 12.1 Introduction 12.2 Driving Simulation (DS) and Virtual Reality (VR) 12.3 Automotive and aerospace VR applications 12.4 Simulation sickness (VRISE) 12.5 Space and size perception (scale 1 perception) 13 Creating digital art installations with VR headsets 13.1 VR headsets in artistic creation 13.2 A method to create with a VR headset 13.3 Conclusion and future directions 14 Conclusion and perspectives 14.1 Conclusion 14.2 Perspectives References

✦ Subjects


Virtual reality headsets;Computer simulation;Virtual reality;Virtual reality;Equipment and supplies


πŸ“œ SIMILAR VOLUMES


Virtual Reality Headsets - A Theoretical
✍ Philippe Fuchs πŸ“‚ Library πŸ“… 2017 πŸ› CRC Press 🌐 English

The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific c

Optical Architectures for Augmented-, Vi
✍ Bernard C. Kress πŸ“‚ Library πŸ“… 2020 πŸ› SPIE Press 🌐 English

This book is a timely review of the various optical architectures, display technologies, and building blocks for modern consumer, enterprise, and defense head-mounted displays for various applications, including smart glasses, smart eyewear, and virtual-reality, augmented-reality, and mixed-reality

Grammaticalization and pragmatics: facts
✍ Rossari πŸ“‚ Library πŸ“… 2009 πŸ› Emerald Group Publishing Ltd 🌐 English

The studies collected in this volume deal with pragmatic factors involved in the evolution of grammatical or lexical forms or in the emergence of complex syntactic structures in various languages (Dutch, French, Italian, Portuguese, Romanian, Serbian and Spanish). They are set against the theoretica

Virtual Reality – Real Visuality: Virtua
✍ AndrΓ‘s Benedek, Ágnes Veszelszki (eds.) πŸ“‚ Library πŸ“… 2017 πŸ› Peter Lang 🌐 English

This book raises the question of what visuality really is and how it is possible to explain it. Virtual reality is connected to our current environment with multiple ties. It affects the everyday operation of the media and hence all of our lives. The authors connect the concepts of pictorial turn an

Pragmatic Markers and Sociolinguistic Va
✍ Gisle Andersen πŸ“‚ Library πŸ“… 2001 πŸ› John Benjamins 🌐 English

This title combines theoretical work in linguistic pragmatics and sociolinguistics with empirical work based on a corpus of London adolescent conversation. It makes a general contribution to the study of pragmatic markers as it proposes an analytical model that involves notions such as subjectivity,