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VIRTUAL REALITY

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Virtual Reality Edited by Jae-Jin Kim

Copyright © 2017 Second Edition

All chapters are Open Access articles distributed under the Creative Commons Non Commercial Share Alike Attribution 3.0 license, which permits to copy, distribute, transmit, and adapt the work in any medium, so long as the original work is properly cited After this work has been published, authors

have the right to republish it, in whole or part, in any publication of which they are the author, and to make other personal use of the work Any republication, referencing or personal use of the work must explicitly identify the original source Statements and opinions expressed in the chapters are these of the individual contributors and not necessarily those of the editors or publisher No responsibility is accepted

for the accuracy of information contained in the published articles The publisher assumes no responsibility for any damage or injury to persons or property arising out of the use of any materials, instructions, methods or ideas contained in the book

First published January, 2011 second 2017 Printed in India

A free online edition of this book is available at www.intechopen.com Additional hard copies can be obtained from orders@intechweb.org

Virtual Reality, Edited by Jae-Jin Kim

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Contents Part 1 Chapter 1 Chapter 2 Chapter 3 Part 2 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Preface XI Human-computer Interaction 1

Brain-Computer Interface Systems used for Virtual Reality Control 3

Gert Pfurtscheller, Robert Leeb, Josef Faller and Christa Neuper Hapto-Acoustic Interaction Metaphors

in 3D Virtual Environments for Non-Visual Settings 21 Fabio De Felice, Floriana Renna,

Giovanni Attolico and Arcangelo Distante Collaborative 3D Interaction in Virtual

Environments: a Workflow-Based Approach 49 Samir Otmane, Christophe Domingues,

Frédéric Davesne and Malik Mallem

Advanced Virtual Reality Technologies 69 Virtual Reality to Simulate Visual

Tasks for Robotic Systems 71

Manuela Chessa, Fabio Solari and Silvio P Sabatini Development of a Finger Pad Force

Display for a Hand Haptic Interface 93

Haruhisa Kawasaki, Shinya Koide, Tetuya Mouri and Takahiro Endo Face-Touch: An Emotional Facial

Expression Technique of Avatar Based

on Tactile Vibration in Virtual Reality Game 107 Ahmad Hoirul Basori, Abdullah Bade,

Mohd Shahrizal Sunar and Daut Daman

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VI Contents Part 3 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Part 4 Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16

Evaluation of Cognition and Behavior 147 Compelling Self-Motion Through Virtual Environments without Actual Self-Motion

~ Using Self-Motion IIlusions (“Vection”)

to Improve User Experience in VR 149 Bernhard E Riecke

Neck Motion Analysis Using a Virtual Environment 177 Sarig Bahat Hilla

Handedness and Dexterity Evaluation System Using Haptic Virtual Reality Technology 203 Masanao Koeda, Mako Matsuyama,

Munetaka Sugihashi and Tsuneo Yoshikawa An Exploratory Study on the Relationship between Orientation Map Reading

and Way-finding in Unfamiliar Environments 223 Chieh-Hsin Tang, Chin-Wei Chang,

Ying-Ji Chuang and Ching-Yuan Lin VR as aTherapeutic Tool 245

Virtuality Supports Reality for e-Health Applications 247 Giovanni Saggio and Carlo Alberto Pinto

Simulation of Subject Specific Bone

Remodeling and Virtual Reality Visualization 273 Ajay Sonar and James Carroll

Application of Advanced Virtual Reality and 3D Computer Assisted Technologies in Computer Assisted Surgery and Tele-3D-computer Assisted Surgery in Rhinology 291 Ivica Klapan, Pero Raos, Tomislav Galeta, Ljubimko Simici¢, Juraj Lukinovié, Zeljko Vranješ, Josip Males,

Stanko Belina and Višeslav Cuk

Development of a Medical Training System with Integration of Users’ Skills Assessment 325

Ronei M Moraes and Liliane S Machado Virtual Reality Simulators for Objective Evaluation on Laparoscopic Surgery: Current Trends and Benefits 349

Ignacio Oropesa, Pablo Lamata, Patricia Sanchez-Gonzalez, José B Pagador, Maria E Garcia,

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Part 5 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Part 6 Chapter 21 Chapter 22 Chapter 23 Chapter 24 Chapter 25 Part 7 Chapter 26 Contents VII Neuroscience and Neuro-rehabilitation 375

Research in Neuroscience and Virtual Reality 377 Beatriz Rey and Mariano Alcaniz

Exploring the Potential of Virtual Reality for the Elderly and People with Disabilities 395 Felix Kamieth, Patrick Dahne, Reiner Wichert,

Juan Luis Villalar, Viveca Jimenez-Mixco, Antonella Arca and Maria Teresa Arredondo Common Issues of Virtual Reality in Neuro-Rehabilitation 419 Man, D.W.K tion of Virtual Reality in Neuro-Rehabilitation: an Overview_ 429 Lucia F Lucca, Antonio Candelieri and Loris Pignolo Psychiatric Evaluation and Therapy 443 Virtual Reality

in Evidence - Based Psychotherapy 445

Aurora Szentágotai, David Opris and Daniel David

Application of “Virtual Realities” in Psychotherapy: Possibilities, Limitations and Effectiveness 469 Christiane Eichenberg

Virtual Reality-Based Assessment

of Social Skills and Its Application to Mental Illnesses 485 Jae-Jin Kim, Joseph Kim

Emotions and the Emotional Valence Afforded by the Virtual Environment 501 Stéphane Bouchard

Serious Games for Serious Problems: from Ludicus to Therapeuticus 515 Pedro Gamito, Jorge Oliveira, Diogo Morais, Pedro Rosa and Tomaz Saraiva

Educational and Industrial Applications 537 Integrating Low-Cost Virtual Reality

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vill Contents Chapter 27 Chapter 28 Chapter 29 Chapter 30 Part 8 Chapter 31 Chapter 32

Virtual Reality and Computational Design 547 Michael S Bittermann and | Sevil Sariyildiz

Didactic Models in Civil Engineering Education: Virtual Simulation of Construction Works 579 Alcinia Z Sampaio, Carlos O Cruz and Octavio P Martins Application of Augmented Reality

to Evaluate Invisible Height for Landscape Preservation 599 Nobuyoshi Yabuki

Virtual Reality Simulation System for Underground Mining Project 615

Keping Zhou and Mingming Guo

Virtual Worlds and Human Society 633

The Otherness of Cyberspace,

Virtual Reality and Hypertext 635 Tugrul Iiter

Actual Policing in Virtual Reality

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Preface

Even though virtual reality techniques and their applications have been present for

only two decades, a lot of various interactive methods and applications have been introduced In its inception, button boxes or joysticks were used as virtual reality’s sole interface mechanism However, input devices have increasingly become more multi- faceted and intuitive by taking advantage of numerous developing technologies such as haptic interface, motion capture, eye-gaze tracking, camera marker tracking, and position tracking Moreover, enhancement of visual display qualities and increased computational capacity and efficiency of personal computers have contributed to dramatic improvement in providing a realistic and interactive experience of virtual environments Research in virtual reality have gradually broadened its scope from primarily focusing on the hardware and technology itself to including more func- tional aspects of various possible virtual reality applications Recently, virtual reality applications have widely expanded to accommodate their usage in scientific research, manufacturing, business, medicine, education, sports, video games, art, and military training and operations

Our goals in writing this book were to provide a comprehensive volume on the medi- um of virtual reality, introduce how it can be used, and how compelling virtual reality applications can be created In this book we mainly introduce rapidly developing tech- nology of virtual reality which includes new developments in hardware, software and applications, particularly in the field of medicine and engineering We additionally ad- dress relevant ethical concerns in the community regarding the current trend in scien- tific research that utilize virtual reality First two sections - “Human-computer inter- action” and “Advanced virtual reality technologies” - discuss software and hardware Various interaction techniques and their simple applications are presented Next four sections — “Evaluation of cognition and behavior", “VR as a therapeutic tool”, “Neuro-

science and neuro-rehabilitation”, and “Psychiatric evaluation and therapy’ are about

the-state-of-the-art virtual reality applications in medicine Moreover, applications in

other fields - “Educational and Industrial applications” - are also illustrated in the next

section Last section - “Virtual worlds and human society” - is about intention in vir- tual reality and ethical issues in virtual communities

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