Virtual Reality Systems
The increasing belief that virtual reality systems will soon be widely used is only part of the reason for the mushrooming of interest in the area. There is a fascination with the nature of systems that can provide an escape from the everyday environment, creating a scenario which a few years ago only existed within the realms of science fiction. This volume brings together some of the leading practitioners and exponents in the field of virtual reality and explores some of the main issues in the area. The main components of the current generation of virtual reality systems are outlined and the major recent developments of systems are discussed. A comprehensive bibliography is provided and the book contains 16 pages of colour plates. Virtual reality systems will be of interest to all researchers and practitioners in computer graphics and human-computer interaction who wish to gain a broad understanding of the issues involved in this complex and exciting area.
- Hardback | 350 pages
- 177.8 x 254 x 25.4mm | 771.1g
- 01 Jun 1993
- Elsevier Science Publishing Co Inc
- Academic Press Inc
- San Diego, United States
Table of contents
Part 1 Introduction: virtual reality - definitions, history, applications, M.A. Gigante; virtual reality - enabling technologies, M.A. Gigante. Part 2 Systems: supervision - a parallel architecture for virtual reality, C. Grimsdale; virtual reality products, T.W. Rowley; a computational model for the stereoscopic optics of a head-mounted display, W. Robinett and J.P. Rolland; a comprehensive virtual reality environment laboratory facility, R.S. Kalawsky. Part 3 Techniques: gesture driven interaction as a human factor in virtual environments - an approach with neural networks, K. Vaananen and K. Bohm; using physical constraints in a virtual environment, M.J. Papper and M.A. Gigante; device synchronization using an optimal linear filter, M. Friedmann, et al. Part 4 Applications: virtual reality techniques in flight simulation, J.A. Vince; using virtual reality techniques in the animation process, D. Thalmann; dynamic fisheye information visualization, K.M. Fairchild, et al; virtual reality - a tool for telepresence and human factors research, R.J. Stone; critical aspects of visually coupled systems, R.S. Kalawsky; AVIARY - a generic virtual reality interface for real applications, A.J. West, et al; using gestures to control a virtual arm, M.J. Papper and M.A. Gigante. Part 5 Theory and modelling: toward three-dimensional graphical models of reality, P. quarendon. Part 6 Ethics and societal implications: back to the cave - cultural perspectives on virtual reality to the treatment of mental disorders, L.J. Whalley. Appendix: virtual reality software systems, C. McNaughton.