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Virtual Reality and Augmented Reality

Myths and Realities

Bruno Arnaldi Pascal Guitton Guillaume Moreau

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Hardback

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English
ISTE Ltd and John Wiley & Sons Inc
20 April 2018
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

Edited by:   , ,
Imprint:   ISTE Ltd and John Wiley & Sons Inc
Country of Publication:   United Kingdom
Dimensions:   Height: 239mm,  Width: 163mm,  Spine: 25mm
Weight:   680g
ISBN:   9781786301055
ISBN 10:   1786301059
Pages:   384
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Hardback
Publisher's Status:   Active
Preface xi Introduction xv Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAU Chapter 1. New Applications 1 Bruno ARNALDI, Stephane COTIN, Nadine COUTURE, Jean-Louis DAUTIN, Valerie GOURANTON, Francois GRUSON and Domitile LOURDEAUX 1.1. New industrial applications 1 1.1.1. Virtual reality in industry 1 1.1.2. Augmented reality and industrial applications 3 1.1.3. VR-AR for industrial renewal 4 1.1.4. And what about augmented reality? 12 1.2. Computer-assisted surgery 14 1.2.1. Introduction 14 1.2.2. Virtual reality and simulation for learning 16 1.2.3. Augmented reality and intervention planning 21 1.2.4. Augmented reality in surgery 26 1.2.5. Current conditions and future prospects 31 1.3. Sustainable cities 32 1.3.1. Mobility aids in an urban environment 33 1.3.2. Building and architecture 37 1.3.3. Cities and urbanism 41 1.3.4. Towards sustainable urban systems 46 1.4. Innovative, integrative and adaptive societies 48 1.4.1. Education 48 1.4.2. Arts and cultural heritage 54 1.4.3. Conclusion 60 1.5. Bibliography 61 Chapter 2. The Democratization of VR-AR 73 Sebastien KUNTZ, Richard KULPA and Jerome ROYAN 2.1. New equipment 73 2.1.1. Introduction 73 2.1.2. Positioning and orientation devices 74 2.1.3. Restitution devices 82 2.1.4. Technological challenges and perspectives 100 2.1.5. Conclusions on new equipment 109 2.2. New software 111 2.2.1. Introduction 111 2.2.2. Developing 3D applications 113 2.2.3. Managing peripheral devices 116 2.2.4. Dedicated VR-AR software solutions 119 2.2.5. Conclusion 120 2.3. Bibliography 121 Chapter 3. Complexity and Scientific Challenges 123 Ferran ARGELAGUET SANZ, Bruno ARNALDI, Jean-Marie BURKHARDT, Gery CASIEZ, Stephane DONIKIAN, Florian GOSSELIN, Xavier GRANIER, Patrick LE CALLET, Vincent LEPETIT, Maud MARCHAL, Guillaume MOREAU, Jerome PERRET and Toinon VIGIER 3.1. Introduction: complexity 123 3.1.1. Physical model and detecting collisions 124 3.1.2. Populating 3D environments: single virtual human to a surging crowd 130 3.1.3. The difficulty of making 3D interaction natural 137 3.1.4. The difficulty of synthesizing haptic feedback 141 3.2. The real-virtual relationship in augmented reality 150 3.2.1. Acquisition and restitution equipment 151 3.2.2. Pose computation 152 3.2.3. Realistic rendering 156 3.3. Complexity and scientific challenges of 3D interaction 158 3.3.1. Introduction 158 3.3.2. Complexity and challenges surrounding the 3D interaction loop 158 3.3.3. Challenge 1: sensory-motor actions for interaction 159 3.3.4. Challenge 2: multisensory feedback 163 3.3.5. Challenge 3: users and perception 166 3.3.6. Conclusion 167 3.4. Visual perception 168 3.4.1. A glossary of terms related to unease, fatigue and physical discomfort 168 3.4.2. Display factors 173 3.4.3. Conclusion 179 3.5. Evaluation 179 3.5.1. Objectives and scope of this section 179 3.5.2. Evaluation: a complex problem 180 3.5.3. Evaluation using studies with human subjects 184 3.5.4. Drawbacks to overcome 193 3.5.5. Evolutions in measuring performance and behavior, characterizing participants 195 3.5.6. Conclusion and perspectives 200 3.6. Bibliography 201 Chapter 4. Towards VE that are More Closely Related to the Real World 217 Gery CASIEZ, Xavier GRANIER, Martin HACHET, Vincent LEPETIT, Guillaume MOREAU and Olivier NANNIPIERI 4.1. Tough scientific challenges for AR 218 4.1.1. Choosing a display device . 218 4.1.2. Spatial localization 221 4.2. Topics in AR that are rarely or never approached 223 4.2.1. Introduction 223 4.2.2. Hybridization through a screen or HMD 224 4.3. Spatial augmented reality 227 4.3.1. Hybridization of the real world and the virtual world 227 4.3.2. Current evolutions 228 4.4. Presence in augmented reality . 229 4.4.1. Is presence in reality the model for presence in virtual environments? 229 4.4.2. Mixed reality: an end to the real versus virtual binary? 231 4.4.3. From mixed reality to mixed presence 231 4.4.4. Augmented reality: a total environment 232 4.5. 3D interaction on tactile surfaces 233 4.5.1. 3D interaction 234 4.5.2. 3D interaction on tactile surfaces 236 4.6. Bibliography 240 Chapter 5. Scientific and Technical Prospects 247 Caroline BAILLARD, Philippe GUILLOTEL, Anatole LECUYER, Fabien LOTTE, Nicolas MOLLET, Jean-Marie NORMAND and Gael SEYDOUX 5.1. The promised revolution in the field of entertainment 247 5.1.1. Introduction 247 5.1.2. Defining a new, polymorphic immersive medium 248 5.1.3. Promised experiences 251 5.1.4. Prospects 255 5.2. Brain-computer interfaces 258 5.2.1. Brain-computer interfaces: introduction and definitions 258 5.2.2. What BCIs cannot do 260 5.2.3. Working principle of BCIs . 261 5.2.4. Current applications of BCIs 263 5.2.5. The future of BCIs 268 5.3. Alternative perceptions in virtual reality 269 5.3.1. Introduction 269 5.3.2. Pseudo-sensory feedback 271 5.3.3. Alternative perception of movement 275 5.3.4. Altered perception of one's body 278 5.3.5. Conclusion 283 5.4. Bibliography 284 Chapter 6. The Challenges and Risks of Democratization of VR-AR 289 Philippe FUCHS 6.1. Introduction 289 6.2. Health and comfort problems 292 6.2.1. The different problems 292 6.2.2. Sensorimotor incoherences . 293 6.3. Solutions to avoid discomfort and unease 297 6.3.1. Presentation of the process . 297 6.3.2. Mitigation of the impact on visuo-vestibular incoherence 297 6.3.3. Removing visuo-vestibular incoherence by modifying the functioning of the interaction paradigm 298 6.3.4. Removing visuo-vestibular incoherence by modifying interfaces 299 6.3.5. Levels of difficulty in adapting 299 6.4. Conclusion 300 6.5. Bibliography 301 Conclusion 303 Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAU Postface 309 Bruno ARNALDI, Pascal GUITTON and Guillaume MOREAU Glossary 315 List of Authors 317 Index 321

B. Arnaldi, Professor, INSA de Rennes, France. P. Guitton, Professor, University of Bordeaux, France. G. Moreau, Professor, Ecole Centrale de Nantes, France.

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