{"product_id":"virtual-reality-and-augmented-reality-myths-and-realities-hardback-9781786301055","title":"Virtual Reality and Augmented Reality; Myths and Realities (Hardback) 9781786301055","description":"\u003cfont face=\"Georgia\"\u003e\r\n\u003cp\u003e\u003cfont size=\"6\"\u003eVirtual Reality and Augmented Reality\u003c\/font\u003e\u003cbr\u003e\r\n\u003cfont size=\"5\"\u003eMyths and Realities\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\r\n\r\n\u003cp\u003e\u003cfont size=\"4\"\u003eBruno Arnaldi (Edited by), B Arnaldi (Author), Pascal Guitton (Edited by), Guillaume Moreau (Edited by)\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003e9781786301055, Wiley\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003eHardback, published 6 March 2018\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003e384 pages\u003cbr\u003e23.9 x 16.3 x 2.5 cm, 0.68 kg\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\r\n\r\n\r\n\u003cp align=\"justify\"\u003e\u003cstrong\u003e\u003cfont size=\"3\"\u003eVirtual 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.\u003c\/font\u003e\u003c\/strong\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003e\u003cp\u003ePreface xi\u003c\/p\u003e \u003cp\u003eIntroduction xv\u003cbr\u003e\u003ci\u003eBruno ARNALDI, Pascal GUITTON and Guillaume MOREAU\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1. New Applications 1\u003cbr\u003e\u003c\/b\u003e\u003ci\u003eBruno ARNALDI, Stéphane COTIN, Nadine COUTURE, Jean-Louis DAUTIN, Valérie GOURANTON, François\u003c\/i\u003e \u003ci\u003eGRUSON and Domitile LOURDEAUX\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e1.1. New industrial applications 1\u003c\/p\u003e \u003cp\u003e1.1.1. Virtual reality in industry 1\u003c\/p\u003e \u003cp\u003e1.1.2. Augmented reality and industrial applications 3\u003c\/p\u003e \u003cp\u003e1.1.3. VR-AR for industrial renewal   4\u003c\/p\u003e \u003cp\u003e1.1.4. And what about augmented reality?   12\u003c\/p\u003e \u003cp\u003e1.2. Computer-assisted surgery 14\u003c\/p\u003e \u003cp\u003e1.2.1. Introduction 14\u003c\/p\u003e \u003cp\u003e1.2.2. Virtual reality and simulation for learning   16\u003c\/p\u003e \u003cp\u003e1.2.3. Augmented reality and intervention planning   21\u003c\/p\u003e \u003cp\u003e1.2.4. Augmented reality in surgery   26\u003c\/p\u003e \u003cp\u003e1.2.5. Current conditions and future prospects   31\u003c\/p\u003e \u003cp\u003e1.3. Sustainable cities 32\u003c\/p\u003e \u003cp\u003e1.3.1. Mobility aids in an urban environment   33\u003c\/p\u003e \u003cp\u003e1.3.2. Building and architecture 37\u003c\/p\u003e \u003cp\u003e1.3.3. Cities and urbanism 41\u003c\/p\u003e \u003cp\u003e1.3.4. Towards sustainable urban systems   46\u003c\/p\u003e \u003cp\u003e1.4. Innovative, integrative and adaptive societies   48\u003c\/p\u003e \u003cp\u003e1.4.1. Education 48\u003c\/p\u003e \u003cp\u003e1.4.2. Arts and cultural heritage 54\u003c\/p\u003e \u003cp\u003e1.4.3. Conclusion 60\u003c\/p\u003e \u003cp\u003e1.5. Bibliography 61\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2. The Democratization of VR-AR   73\u003cbr\u003e\u003c\/b\u003e\u003ci\u003eSébastien KUNTZ, Richard KULPA and Jérôme ROYAN\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e2.1. New equipment 73\u003c\/p\u003e \u003cp\u003e2.1.1. Introduction 73\u003c\/p\u003e \u003cp\u003e2.1.2. Positioning and orientation devices   74\u003c\/p\u003e \u003cp\u003e2.1.3. Restitution devices 82\u003c\/p\u003e \u003cp\u003e2.1.4. Technological challenges and perspectives   100\u003c\/p\u003e \u003cp\u003e2.1.5. Conclusions on new equipment   109\u003c\/p\u003e \u003cp\u003e2.2. New software 111\u003c\/p\u003e \u003cp\u003e2.2.1. Introduction 111\u003c\/p\u003e \u003cp\u003e2.2.2. Developing 3D applications   113\u003c\/p\u003e \u003cp\u003e2.2.3. Managing peripheral devices   116\u003c\/p\u003e \u003cp\u003e2.2.4. Dedicated VR-AR software solutions   119\u003c\/p\u003e \u003cp\u003e2.2.5. Conclusion 120\u003c\/p\u003e \u003cp\u003e2.3. Bibliography 121\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3. Complexity and Scientific Challenges   123\u003cbr\u003e\u003c\/b\u003e\u003ci\u003eFerran ARGELAGUET SANZ, Bruno ARNALDI, Jean-Marie BURKHARDT, Géry CASIEZ, Stéphane DONIKIAN,\u003c\/i\u003e \u003ci\u003eFlorian GOSSELIN, Xavier GRANIER, Patrick LE CALLET, Vincent LEPETIT, Maud MARCHAL, Guillaume\u003c\/i\u003e \u003ci\u003eMOREAU, Jérôme PERRET and Toinon VIGIER\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e3.1. Introduction: complexity 123\u003c\/p\u003e \u003cp\u003e3.1.1. Physical model and detecting collisions   124\u003c\/p\u003e \u003cp\u003e3.1.2. Populating 3D environments: single virtual human to a surging crowd 130\u003c\/p\u003e \u003cp\u003e3.1.3. The difficulty of making 3D interaction natural   137\u003c\/p\u003e \u003cp\u003e3.1.4. The difficulty of synthesizing haptic feedback   141\u003c\/p\u003e \u003cp\u003e3.2. The real–virtual relationship in augmented reality   150\u003c\/p\u003e \u003cp\u003e3.2.1. Acquisition and restitution equipment   151\u003c\/p\u003e \u003cp\u003e3.2.2. Pose computation 152\u003c\/p\u003e \u003cp\u003e3.2.3. Realistic rendering 156\u003c\/p\u003e \u003cp\u003e3.3. Complexity and scientific challenges of 3D interaction 158\u003c\/p\u003e \u003cp\u003e3.3.1. Introduction 158\u003c\/p\u003e \u003cp\u003e3.3.2. Complexity and challenges surrounding the 3D interaction loop 158\u003c\/p\u003e \u003cp\u003e3.3.3. Challenge 1: sensory-motor actions for interaction 159\u003c\/p\u003e \u003cp\u003e3.3.4. Challenge 2: multisensory feedback   163\u003c\/p\u003e \u003cp\u003e3.3.5. Challenge 3: users and perception   166\u003c\/p\u003e \u003cp\u003e3.3.6. Conclusion 167\u003c\/p\u003e \u003cp\u003e3.4. Visual perception 168\u003c\/p\u003e \u003cp\u003e3.4.1. A glossary of terms related to unease, fatigue and physical discomfort 168\u003c\/p\u003e \u003cp\u003e3.4.2. Display factors 173\u003c\/p\u003e \u003cp\u003e3.4.3. Conclusion 179\u003c\/p\u003e \u003cp\u003e3.5. Evaluation 179\u003c\/p\u003e \u003cp\u003e3.5.1. Objectives and scope of this section   179\u003c\/p\u003e \u003cp\u003e3.5.2. Evaluation: a complex problem   180\u003c\/p\u003e \u003cp\u003e3.5.3. Evaluation using studies with human subjects   184\u003c\/p\u003e \u003cp\u003e3.5.4. Drawbacks to overcome 193\u003c\/p\u003e \u003cp\u003e3.5.5. Evolutions in measuring performance and behavior, characterizing participants   195\u003c\/p\u003e \u003cp\u003e3.5.6. Conclusion and perspectives   200\u003c\/p\u003e \u003cp\u003e3.6. Bibliography 201\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4. Towards VE that are More Closely Related to the Real World 217\u003cbr\u003e\u003c\/b\u003e\u003ci\u003eGéry CASIEZ, Xavier GRANIER, Martin HACHET, Vincent LEPETIT, Guillaume MOREAU and Olivier\u003c\/i\u003e \u003ci\u003eNANNIPIERI\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e4.1. “Tough” scientific challenges for AR   218\u003c\/p\u003e \u003cp\u003e4.1.1. Choosing a display device   . 218\u003c\/p\u003e \u003cp\u003e4.1.2. Spatial localization 221\u003c\/p\u003e \u003cp\u003e4.2. Topics in AR that are rarely or never approached 223\u003c\/p\u003e \u003cp\u003e4.2.1. Introduction 223\u003c\/p\u003e \u003cp\u003e4.2.2. Hybridization through a screen or HMD   224\u003c\/p\u003e \u003cp\u003e4.3. Spatial augmented reality 227\u003c\/p\u003e \u003cp\u003e4.3.1. Hybridization of the real world and the virtual world 227\u003c\/p\u003e \u003cp\u003e4.3.2. Current evolutions 228\u003c\/p\u003e \u003cp\u003e4.4. Presence in augmented reality   . 229\u003c\/p\u003e \u003cp\u003e4.4.1. Is presence in reality the model for presence in virtual environments? 229\u003c\/p\u003e \u003cp\u003e4.4.2. Mixed reality: an end to the real versus virtual binary? 231\u003c\/p\u003e \u003cp\u003e4.4.3. From mixed reality to mixed presence   231\u003c\/p\u003e \u003cp\u003e4.4.4. Augmented reality: a total environment   232\u003c\/p\u003e \u003cp\u003e4.5. 3D interaction on tactile surfaces   233\u003c\/p\u003e \u003cp\u003e4.5.1. 3D interaction 234\u003c\/p\u003e \u003cp\u003e4.5.2. 3D interaction on tactile surfaces   236\u003c\/p\u003e \u003cp\u003e4.6. Bibliography 240\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5. Scientific and Technical Prospects   247\u003cbr\u003e\u003c\/b\u003e\u003ci\u003eCaroline BAILLARD, Philippe GUILLOTEL, Anatole LÉCUYER, Fabien LOTTE, Nicolas MOLLET, Jean-Marie\u003c\/i\u003e \u003ci\u003eNORMAND and Gaël SEYDOUX\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e5.1. The promised revolution in the field of entertainment 247\u003c\/p\u003e \u003cp\u003e5.1.1. Introduction 247\u003c\/p\u003e \u003cp\u003e5.1.2. Defining a new, polymorphic immersive medium 248\u003c\/p\u003e \u003cp\u003e5.1.3. Promised experiences 251\u003c\/p\u003e \u003cp\u003e5.1.4. Prospects 255\u003c\/p\u003e \u003cp\u003e5.2. Brain-computer interfaces 258\u003c\/p\u003e \u003cp\u003e5.2.1. Brain-computer interfaces: introduction and definitions 258\u003c\/p\u003e \u003cp\u003e5.2.2. What BCIs cannot do 260\u003c\/p\u003e \u003cp\u003e5.2.3. Working principle of BCIs   . 261\u003c\/p\u003e \u003cp\u003e5.2.4. Current applications of BCIs   263\u003c\/p\u003e \u003cp\u003e5.2.5. The future of BCIs 268\u003c\/p\u003e \u003cp\u003e5.3. Alternative perceptions in virtual reality   269\u003c\/p\u003e \u003cp\u003e5.3.1. Introduction 269\u003c\/p\u003e \u003cp\u003e5.3.2. Pseudo-sensory feedback 271\u003c\/p\u003e \u003cp\u003e5.3.3. Alternative perception of movement   275\u003c\/p\u003e \u003cp\u003e5.3.4. Altered perception of one’s body   278\u003c\/p\u003e \u003cp\u003e5.3.5. Conclusion 283\u003c\/p\u003e \u003cp\u003e5.4. Bibliography 284\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6. The Challenges and Risks of Democratization of VR-AR 289\u003cbr\u003e\u003c\/b\u003e\u003ci\u003ePhilippe FUCHS\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e6.1. Introduction 289\u003c\/p\u003e \u003cp\u003e6.2. Health and comfort problems 292\u003c\/p\u003e \u003cp\u003e6.2.1. The different problems 292\u003c\/p\u003e \u003cp\u003e6.2.2. Sensorimotor incoherences   . 293\u003c\/p\u003e \u003cp\u003e6.3. Solutions to avoid discomfort and unease   297\u003c\/p\u003e \u003cp\u003e6.3.1. Presentation of the process   . 297\u003c\/p\u003e \u003cp\u003e6.3.2. Mitigation of the impact on visuo-vestibular incoherence 297\u003c\/p\u003e \u003cp\u003e6.3.3. Removing visuo-vestibular incoherence by modifying the functioning of the interaction paradigm   298\u003c\/p\u003e \u003cp\u003e6.3.4. Removing visuo-vestibular incoherence by modifying interfaces 299\u003c\/p\u003e \u003cp\u003e6.3.5. Levels of difficulty in adapting   299\u003c\/p\u003e \u003cp\u003e6.4. Conclusion 300\u003c\/p\u003e \u003cp\u003e6.5. Bibliography 301\u003c\/p\u003e \u003cp\u003eConclusion 303\u003cbr\u003e\u003ci\u003eBruno ARNALDI, Pascal GUITTON and Guillaume MOREAU\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003ePostface 309\u003cbr\u003e\u003ci\u003eBruno ARNALDI, Pascal GUITTON and Guillaume MOREAU\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003eGlossary 315\u003c\/p\u003e \u003cp\u003eList of Authors 317\u003c\/p\u003e \u003cp\u003eIndex   321\u003c\/p\u003e\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003eSubject Areas: Computer science [\u003ca title=\"See our other books on Computer science\" href=\"https:\/\/freshlyprintedbooks.co.uk\/search?q=%22Computer%20science%20%5BUY%5D%22\"\u003eUY\u003c\/a\u003e]\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\u003c\/font\u003e","brand":"Wiley-ISTE","offers":[{"title":"Brand New","offer_id":52446341792024,"sku":"9781786301055","price":103.29,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0730\/2037\/5320\/files\/9781786301055.jpg?v=1785111362","url":"https:\/\/freshlyprintedbooks.co.uk\/products\/virtual-reality-and-augmented-reality-myths-and-realities-hardback-9781786301055","provider":"Freshly Printed Books","version":"1.0","type":"link"}