Augmented and Virtual Reality Systems - Estados Unidos

Info de Augmented and Virtual Reality Systems - Estados Unidos


Complete guide of augmented and virtual reality system, hardware and software description, utilization on telerobotic, telepresense, gaming, construction, science, aerospace, health, education, big data, legal, the future and many more
Complete guide of augmented and virtual reality system, hardware and software description, utilization on telerobotic, telepresense, gaming, construction, science, aerospace, health, education, big data, legal, the future and many more

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Augmented and Virtual Reality Systems - Estados Unidos - Pag.1 de 306


Complete guide of augmented and virtual reality system, hardware and software description, utilization on telerobotic, telepresense, gaming, construction, science, aerospace, health, education, big data, legal, the future and many more.



Contents

  • Part I, «Introduction to Augmented and Virtual Reality
  • Chapter 1, «Computer-Generated Worlds,» gives a general introduction to augmenting and immersive display systems, including optical and video see-through variants as well as a history of each.
  • Chapter 2, «Understanding Virtual Space,» provides a basic overview of the concept of virtual space, including the similarities and differences with physical space, the conventions used to define, characterize, and organize space, as well as approaches for navigation.
  • Part II, «Understanding the Human Senses and Their Relationship to Output/Input Devices,»
  • Chapter 3, «The Mechanics of Sight,» explores the physiological processes enabling us to visually perceive real and virtual worlds, including a review of the visual pathway, spatial vision, and monocular and stereo depth cues.
  • Chapter 4, «Component Technologies of Head-Mounted Displays,» examines ocularity, display types, imaging and display technologies, and optical architectures.
  • Chapter 5, «Augmenting Displays,» explores numerous monocular and binocular augmenting displays currently available on the market, highlighting their key functional and design differences as well as the initial uses for which they are intended.
  • Chapter 6, «Fully Immersive Displays,» presents the details of the latest generation of commercially available, fully immersive head-mounted displays across several classes ranging from PC and console-driven devices to lower end systems based on modern smartphones.
  • Chapter 7, «The Mechanics of Hearing,» explains how our ears convert rapid variations in the average density of air molecules into what we perceive as sound, how our brain localizes and separates sound sources, and how sound cues contribute to an overall sense of immersion within virtual environments.






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