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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.
Human locomotion -- Computer simulation. --- Virtual reality. --- Mechanical Engineering --- Engineering & Applied Sciences --- Mechanical Engineering - General --- Motion --- Human locomotion. --- Computer simulation. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Kinetics --- Engineering. --- Computer graphics. --- Control engineering. --- Robotics. --- Mechatronics. --- Biomedical engineering. --- Control, Robotics, Mechatronics. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Biomedical Engineering. --- Computer simulation --- Reality --- Human mechanics --- Kinesiology --- Locomotion --- Dynamics --- Physics --- Kinematics --- Computer vision. --- Biomedical Engineering and Bioengineering. --- Clinical engineering --- Medical engineering --- Bioengineering --- Biophysics --- Engineering --- Medicine --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Optical data processing. --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- Mechanical engineering --- Microelectronics --- Microelectromechanical systems --- Automation --- Machine theory --- Control engineering --- Control equipment --- Control theory --- Engineering instruments --- Programmable controllers --- Optical equipment --- Human locomotion
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This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.
Cognitive psychology --- Computer science --- Programming --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- computers --- grafische vormgeving --- informatica --- cognitieve psychologie --- KI (kunstmatige intelligentie) --- computerkunde --- interfaces --- User interfaces (Computer systems). --- Cognitive psychology. --- Computer graphics. --- User Interfaces and Human Computer Interaction. --- Cognitive Psychology. --- Computer Graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Psychology, Cognitive --- Cognitive science --- Psychology --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Digital techniques
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This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.
Cognitive psychology --- Computer science --- Programming --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- computers --- grafische vormgeving --- informatica --- cognitieve psychologie --- KI (kunstmatige intelligentie) --- computerkunde --- interfaces
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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.
Human biochemistry --- Applied physical engineering --- Engineering sciences. Technology --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- computervisie --- medische biochemie --- mechatronica --- industriële robots --- biochemie --- automatisering --- grafische vormgeving --- KI (kunstmatige intelligentie) --- ingenieurswetenschappen
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