VIRTUAL REALITY TECHNOLOGY
Grigore Burdea and Philippe Coiffet
John Wiley & Sons, 400 pp, 23 color plates,
212 drawings and tables,
ISBN 0-471-08632-0 (Cloth) June 17 1994.
Call: 1-800-225-5945 or 1-212-850-6418 FAX: 1-212-850-6088
1-800-263-1590 (Canada)
T A B L E O F C O N T E N T S
1. INTRODUCTION. What Is Virtual Reality? The Three "I"s Of Virtual Reality.
A Short History Of Virtual Reality. Towards Commercialization.
The Contents Of This Book.
2. VIRTUAL REALITY TOOLS. 3-D Position Sensors. 3-D Magnetic Sensors.
Ultrasound 3-D Sensors. Trackballs. 3-D Probes. Sensing Gloves.
The DataGlove; The CyberGlove; The PowerGlove; The Dextrous Hand Master;
Stereo Viewing Devices. Human Eye Stereo Viewing; Head Mounted Displays;
LCD-based HMDs; CRT-based HMDs; Binocular Omni-Orientation Monitors (Booms);
The "Cyberscope"; Stereo Glasses; Stereo Projection Screens;
Autostereoscopic 3-D Displays. 3-D Sound Generators; Human Hearing Model;
The Convolvotron; The Beachtron And The Acoustetron. Conclusion.
3. TOUCH AND FORCE FEEDBACK. Touch Feedback Is Different From Force Feedback.
Virtual Touch/Force-Feedback Requirements. Touch Feedback. Pneumatic Touch
Feedback; Vibrotactile Feedback; Enhanced Tactile Feedback; Force Feedback.
Force-Feedback Arms; Joysticks; "Enhanced" Joysticks; Portable Masters;
The Rutgers Portable Master With Force Feedback; The LRP Hand Master;
The "SAFIRE" And The "Force ArmMaster"; Combining Force And Touch Feedback.
Conclusion.
4. COMPUTING ARCHITECTURES. Frame Rate Vs. Computational Load. Graphics
Performance Vs. Shading Mode. Graphics Performance Vs. Scene Complexity.
PC-Based VR Engine. 486-PC With ActionMedia Graphics Accelerators;
486-PC With Spea "Fire" Graphic Accelerators; Other PC-Based Graphic
Accelerators. Workstation-Based Architectures. The Virtual Holographic
Workstation; The Provision 100 Workstation. Highly Parallel VR Engines.
Distributed VR. Supercomputer-Based Systems; IBM Distributed System;
Distributed Force Feedback; Two-User Systems. Conclusion.
5. MODELING. Geometric Modeling. Object Shape; Object Appearance; Kinematic
Modeling. Object Position. Collision Detection; Flying, Grabbing And Scaling;
Object Hierarchies; Viewing The 3-D World; Physical Modeling. Weight
Modeling. Surface Deformation And Compliance; Surface Smoothness; Object
Behavior. Model Segmentation. Cell Segmentation; Level Of Detail
Segmentation; Conclusion.
6. PROGRAMMING IN VR. The VR Editor. RenderWare; The VRT3 Editor. The Amaze
Editor. The Resident Modeler. Event Scheduling. Real-time Distributed
Simulation. Task Decomposition; Actors; The Hierarchy Element.
The Shared Data Space; Graphical Programming. Non-Commercial VR Toolkits.
Conclusion.
7. HUMAN FACTORS IN VR. Evaluation Difficulties. VR Evaluation Methodology.
Control (Feedback); Vision And Graphics Feedback; Influence Of The Image
Refresh Rate; Depth Perception; Color Discrimination; Passive Vision; Active
Vision; Enhanced Vision; Audio Feedback; "Passive" Audio Feedback; "Active"
Audio Feedback; "Enhanced" Audio Feedback; Force And Tactile (Haptic)
Feedback; Evaluation Of Sensing Gloves With Haptic Feedback; Evaluation Of
Integrated Systems; "Hand-Hand Coordination"; "Hand-Eye" Coordination
With Haptic Feedback; "Hand-Ear" Coordination; "Voice-Ear" And "Voice-Eye"
Coordination; "Multimodal" Coordination; Simulation Sickness. VR And The
Society. Impact On Our Professional Life; Impact On Our Private Life; Impact
On Our Public Life; Conclusion.
8. APPLICATIONS. Medicine and Rehabilitation. Surgery; VR Anatomy Trainer;
Surgical Simulators; Telesurgery; Hybrid Systems; Rehabilitation; Hand
Diagnostic; Body Rehabilitation; Improving Quality Of Life For The Disabled;
Biotechnology; Entertainment, Arts and Education. Entertainment applications;
VR Arcades; Home-based VR Entertainment; The Arts; Videoplace; Mandala;
Virtual Actors; The Virtual Museum; Virtual Music; Education; Military and
Aerospace. Military Applications; The SIMNET tank trainer network;
Antisubmarine Warfare; The Virtual Stinger Trainer; Aerospace Applications;
The NASA Virtual Reality Training; The European Space Agency; The Virtual
Cockpit; Business Applications. Finance; The Maxus Stock Trading Interface;
Currency Exchange Visualization; Experiential Advertising; Interior Design;
Robotics and Manufacturing. VR Applications in Robotics; Aid in Robot Design;
Navigation in Unstructured Environments; Off-line Programming; Teleoperation;
Manufacturing; Conclusion.
9. THE FUTURE. Large Volume Tracking. New Displays. New Haptic Displays. Neural
Interfaces. "Image Gloves". Voice Control. Portable Computers. Programming
and Modeling. Conclusion.
BIBLIOGRAPHY.
LIST OF COMPANIES AND RESEARCH LABORATORIES.
INDEX.