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Practical augmented reality : a guide to the technologies, applications and human factors for ar and vr / Steve Aukstakalnis.

By: Aukstakalnis, Steve.
Boston, Masachusetts, USA : Addison-Wesley ; Pearson Education Limited, ©2017Description: xx, 420 pages : color illustrations ; 23 cm.Content type: text ISBN: 9780134094236 (pbk. : alk. paper).Subject(s): Augmented reality | Computers and ITDDC classification: 006.8 Au49
Contents:
Part I. Introduction to augmented and virtual reality : Computer-generated worlds : What Is augmented reality? ; What Is virtual reality? -- Understanding virtual space : Defining visual space and content ; Defining position and orientation in three dimensions ; Navigation -- Part II. Understanding the human senses and their relationship to output/input devices : Mechanics of sight : Visual pathway ; Spatial vision and depth cues -- Component technologies of head-mounted displays : Display fundamentals ; Related terminology and concepts ; Optical architectures -- Augmenting displays : Binocular augmenting displays ; Monocular augmenting displays -- Fully immersive displays : PC-console driven displays ; Smartphone-based displays ; CAVES and walls ; Hemispheres and domes -- Mechanics of hearing : Defining sound ; The auditory pathway ; Sound cues and 3D localization ; The vestibular system -- Audio displays : Conventional audio -- Mechanics of feeling : The science of feeling ; Anatomy and composition of the skin -- Tactile and force feedback devices : Haptic illusions ; Tactile feedback devices ; Force feedback devices -- Sensors for tracking position, orientation, and motion : Introduction to sensor technologies ; Optical trackers ; Beacon trackers ; Electromagnetic trackers ; Inertial sensors ; Acoustic sensors -- Devices to enable navigation and interaction : 2D versus 3D interaction and navigation ; The importance of a manual interface ; Hand and gesture tracking ; Whole body tracking ; Gaming and entertainment interfaces ; Navigating with your mind -- Part III. Applications of augmented and virtual reality : Gaming and entertainment : Virtual reality and the arts ; Gaming ; Immersive video/cinematic virtual reality -- Architecture and construction : Artificial spaces ; Architectural design: Mangan Group Architects ; Construction management ; Real estate sales applications ; Architectural acoustics -- Science and engineering : Simulate and innovate ; Naval architecture and marine engineering ; Automotive engineering ; Aerospace engineering ; Nuclear engineering and manufacturing -- Health and medicine : Advancing the field of medicine ; Training applications ; Treatment applications -- Aerospace and defense : Flight simulation and training ; Mission planning and rehearsal ; Dismounted soldier situational awareness ; Advanced cockpit avionics ; Space operations -- Education : Tangible skills education ; Theory, knowledge acquisition, and concept formation -- Information control and big data visualization : What Is big data? : Big data analytics and human vision -- Telerobotics and telepresence : Defining telerobotics and telepresence ; Space applications and robonaut ; Undersea applications ; Terrestrial and airborne applications -- Part IV. Human factors, legal, and social considerations : Human factors considerations : What are human factors? ; Physical side effects ; Visual side effects -- Legal and social considerations : Legal considerations ; Moral and ethical considerations -- The future : Wide-angle view of things to come ; Short-term outlook ; Long-term outlook.
Summary: This is the most comprehensive and up-to-date guide to the technologies and applications of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Ideal for practitioners and students concerned with any application, from gaming to medicine, it brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Practical Augmented Reality begins by explaining the mechanics of human sight, hearing and touch, showing how these mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. It presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aerospace and air traffic control, defense, medicine, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including Oculus (Facebook) Rift, Sony Morpheus, Google Glass, and many more. Functional diagrams clearly explain how each device operates, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers human factors, including sense and motor physiology constraints; resolution and realism; fields of view, angles, and distortion; latency and time display; flicker vertigo, phobia effects, and motion sickness. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologiesSummary: The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence-accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.
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Includes index.

Part I. Introduction to augmented and virtual reality : Computer-generated worlds : What Is augmented reality? ; What Is virtual reality? -- Understanding virtual space : Defining visual space and content ; Defining position and orientation in three dimensions ; Navigation -- Part II. Understanding the human senses and their relationship to output/input devices : Mechanics of sight : Visual pathway ; Spatial vision and depth cues -- Component technologies of head-mounted displays : Display fundamentals ; Related terminology and concepts ; Optical architectures -- Augmenting displays : Binocular augmenting displays ; Monocular augmenting displays -- Fully immersive displays : PC-console driven displays ; Smartphone-based displays ; CAVES and walls ; Hemispheres and domes -- Mechanics of hearing : Defining sound ; The auditory pathway ; Sound cues and 3D localization ; The vestibular system -- Audio displays : Conventional audio -- Mechanics of feeling : The science of feeling ; Anatomy and composition of the skin -- Tactile and force feedback devices : Haptic illusions ; Tactile feedback devices ; Force feedback devices -- Sensors for tracking position, orientation, and motion : Introduction to sensor technologies ; Optical trackers ; Beacon trackers ; Electromagnetic trackers ; Inertial sensors ; Acoustic sensors -- Devices to enable navigation and interaction : 2D versus 3D interaction and navigation ; The importance of a manual interface ; Hand and gesture tracking ; Whole body tracking ; Gaming and entertainment interfaces ; Navigating with your mind -- Part III. Applications of augmented and virtual reality : Gaming and entertainment : Virtual reality and the arts ; Gaming ; Immersive video/cinematic virtual reality -- Architecture and construction : Artificial spaces ; Architectural design: Mangan Group Architects ; Construction management ; Real estate sales applications ; Architectural acoustics -- Science and engineering : Simulate and innovate ; Naval architecture and marine engineering ; Automotive engineering ; Aerospace engineering ; Nuclear engineering and manufacturing -- Health and medicine : Advancing the field of medicine ; Training applications ; Treatment applications -- Aerospace and defense : Flight simulation and training ; Mission planning and rehearsal ; Dismounted soldier situational awareness ; Advanced cockpit avionics ; Space operations -- Education : Tangible skills education ; Theory, knowledge acquisition, and concept formation -- Information control and big data visualization : What Is big data? : Big data analytics and human vision -- Telerobotics and telepresence : Defining telerobotics and telepresence ; Space applications and robonaut ; Undersea applications ; Terrestrial and airborne applications -- Part IV. Human factors, legal, and social considerations : Human factors considerations : What are human factors? ; Physical side effects ; Visual side effects -- Legal and social considerations : Legal considerations ; Moral and ethical considerations -- The future : Wide-angle view of things to come ; Short-term outlook ; Long-term outlook.

This is the most comprehensive and up-to-date guide to the technologies and applications of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Ideal for practitioners and students concerned with any application, from gaming to medicine, it brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Practical Augmented Reality begins by explaining the mechanics of human sight, hearing and touch, showing how these mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. It presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aerospace and air traffic control, defense, medicine, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including Oculus (Facebook) Rift, Sony Morpheus, Google Glass, and many more. Functional diagrams clearly explain how each device operates, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers human factors, including sense and motor physiology constraints; resolution and realism; fields of view, angles, and distortion; latency and time display; flicker vertigo, phobia effects, and motion sickness. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies

The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence-accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.

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