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Part I: Introduction to Augmented and Virtual Reality
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Part I: Introduction to Augmented and Virtual Reality
by Steve Aukstakalnis
Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR
About This E-Book
Title Page
Copyright Page
Praise for Practical Augmented Reality
Dedication Page
Contents
Foreword
Preface
Who Should Read This Book
How This Book Is Organized
Conventions Used in This Book
Companion Website
Acknowledgments
About the Author
Part I: Introduction to Augmented and Virtual Reality
Chapter 1. Computer-Generated Worlds
What Is Augmented Reality?
Head-Up Displays
Helmet-Mounted Sights and Displays
Smart Glasses and Augmenting Displays
What Is Virtual Reality?
Conclusion
Chapter 2. Understanding Virtual Space
Defining Visual Space and Content
Visual and Object Space
Content
Defining Position and Orientation in Three Dimensions
Defining Position
Defining Orientation and Rotation
Navigation
Conclusion
Part II: Understanding the Human Senses and Their Relationship to Output/Input Devices
Chapter 3. The Mechanics of Sight
The Visual Pathway
Entering the Eye
Image Formation and Detection
Spatial Vision and Depth Cues
Extraretinal Cues
Binocular Cues
Monocular Cues
Conclusion
Chapter 4. Component Technologies of Head-Mounted Displays
Display Fundamentals
Ocularity
Display Types
Imaging and Display Technologies
Related Terminology and Concepts
About Light
Display Properties and Characteristics
Optical Architectures
Basic Concepts
Conclusion
Chapter 5. Augmenting Displays
Binocular Augmenting Displays
Epson Moverio BT-300
Lumus DK-50 Development Kit
AtheerAiR (Augmented interactive Reality) Glasses
DAQRI Smart Helmet
Osterhout Design Group R-7 Smartglasses
NVIS nVisor ST50
Microsoft HoloLens
Sony SmartEyeglass SED-E1
Monocular Augmenting Displays
Vuzix M100 Smart Glasses
Vuzix M300 Smart Glasses
Google Glass
Conclusion
Chapter 6. Fully Immersive Displays
PC-Console Driven Displays
Oculus Rift CV1
HTC Vive
Sony PlayStation VR
OSVR–Open-Source VR Development Kit
Smartphone-Based Displays
Google Cardboard
Samsung GearVR
CAVES and Walls
Hemispheres and Domes
Conclusion
Chapter 7. The Mechanics of Hearing
Defining Sound
Echoes and Reverberation
Dynamic Range of Hearing
The Auditory Pathway
The Outer Ear
The Middle Ear
The Inner Ear
From Monaural to Binaural
Sound Cues and 3D Localization
Sound Cues
The Vestibular System
Conclusion
Chapter 8. Audio Displays
Conventional Audio
Monaural Sound
Stereo Sound
Surround Sound
Binaural Recording
Conclusion
Chapter 9. The Mechanics of Feeling
The Science of Feeling
Anatomy and Composition of the Skin
Skin Layers
Tactile Perception
Kinesthetic Sensing
Conclusion
Chapter 10. Tactile and Force Feedback Devices
Haptic Illusions
Tactile Feedback Devices
Gloveone
TeslaSuit
Haptic Audio and Tactile Sound Transducers
The SubPac
The Woojer
Clark Synthesis Full Contact Audio Tactile Sound Transducers
Force Feedback Devices
CyberGlove Systems CyberGrasp
Geomagic Touch X Haptic Device
Conclusion
Chapter 11. Sensors for Tracking Position, Orientation, and Motion
Introduction to Sensor Technologies
Optical Trackers
Multicamera Optical Tracking
Optical Sensors
Microsoft Kinect
Beacon Trackers
Electromagnetic Trackers
Inertial Sensors
How Inertial Sensors Function
Integration Example
Acoustic Sensors
Conclusion
Chapter 12. Devices to Enable Navigation and Interaction
2D Versus 3D Interaction and Navigation
The Importance of a Manual Interface
Hand and Gesture Tracking
Gloves
Dual Wand/Paired Controllers
Whole Body Tracking
Gaming and Entertainment Interfaces
Navigating with Your Mind
Conclusion
Part III: Applications of Augmented and Virtual Reality
Chapter 13. Gaming and Entertainment
Virtual Reality and the Arts
Gaming
Single-User First-Person Games
Multiplayer First-Person Games
Massively Multiplayer First-Person Games
Location-Based Entertainment
Immersive Video/Cinematic Virtual Reality
Conclusion
Chapter 14. Architecture and Construction
Artificial Spaces
Architectural Design: Mangan Group Architects
Construction Management
Mortenson Construction
Nabholz Construction
Real Estate Sales Applications
Architectural Acoustics
Conclusion
Chapter 15. Science and Engineering
Simulate and Innovate
Naval Architecture and Marine Engineering
British Royal Navy Type 26 Global Combat Ship
British Royal Navy Astute Class Nuclear Submarines
Automotive Engineering
Ford Motor Company
Aerospace Engineering
Lockheed Martin Corporation
Nuclear Engineering and Manufacturing
Conclusion
Chapter 16. Health and Medicine
Advancing the Field of Medicine
Training Applications
HelpMeSee Cataract Surgery Simulator
Simodont Dental Trainer
Treatment Applications
Post-Traumatic Stress Disorder
Bravemind (Virtual Iraq and Afghanistan)
Phobias
Vascular Imaging
Healthcare Informatics
Conclusion
Chapter 17. Aerospace and Defense
Flight Simulation and Training
Fused Reality
Mission Planning and Rehearsal
Dismounted Soldier Training System
PARASIM Virtual Reality Parachute Simulator
Dismounted Soldier Situational Awareness
Nett Warrior
Advanced Cockpit Avionics
Military
Commercial Aviation
Civilian
Space Operations
Project Sidekick
Conclusion
Chapter 18. Education
Tangible Skills Education
VRTEX 360 Welding Simulator
SimSpray Spray Paint Training System
Theory, Knowledge Acquisition, and Concept Formation
Architectural Education
Google Expeditions Pioneer Program
Conclusion
Chapter 19. Information Control and Big Data Visualization
What Is Big Data?
Big Data Analytics and Human Vision
Visualization of Longitudinal Study Data
Visualization of Multidisciplinary Mining Data
Conclusion
Chapter 20. Telerobotics and Telepresence
Defining Telerobotics and Telepresence
Space Applications and Robonaut
Robotic Surgery
Undersea Applications
Terrestrial and Airborne Applications
DORA (Dexterous Observational Roving Automaton)
Transporter3D DIY Telepresence System
Conclusion
Part IV: Human Factors, Legal, and Social Considerations
Chapter 21. Human Factors Considerations
What Are Human Factors?
Physical Side Effects
Comparing Real and Virtual Worlds
Visually Induced Motion Sickness
Visual Side Effects
Vergence—Accommodation Conflicts
Potential Impact
Conclusion
Chapter 22. Legal and Social Considerations
Legal Considerations
Potential Product Liability
Potential Courtroom Applications and Implications
Virtual Worlds Law
Moral and Ethical Considerations
Violent First-Person Games
A Free Speech Issue?
Conclusion
Chapter 23. The Future
A Wide-Angle View of Things to Come
Short-Term Outlook
Long-Term Outlook
The Shift to Augmented Reality Displays
Tactile and Force Feedback Devices
3D Sound
Software
Conclusion
Appendix A. Bibliography
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 15
Chapter 16
Chapter 17
Chapter 18
Chapter 19
Chapter 20
Chapter 21
Chapter 22
Chapter 23
Appendix B. Resources
Product Manufacturers
Augmenting Head-Mounted Displays
Fully Immersive Head-Mounted Displays
Mobile Device-Based Headsets
Caves, Coves, and Cubes
Dome Displays
AR Software for Business and Enterprise
Binaural Recording Systems
Acoustic Modeling Software
Tactile and Force Feedback Devices
Sensors for Tracking Position and Orientation
Stereo 360 Cameras
DIY Resources
FOV2GO Stereoscopic Viewer
Google Cardboard
PC-Driven Stereoscopic Displays
Misc Software and Utilities
Game Conversion Software
Game Streaming Utilities
Software Ecosystems
Prescription and Protective Lenses for VR Headsets
Hygienic VR Headset Covers
Audio Resources
Trademark and Copyright Information
Index
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Chapter 1. Computer-Generated Worlds
Part I: Introduction to Augmented and Virtual Reality
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