Virtual Reality Headsets - A Theoretical and Pragmatic Approach
暫譯: 虛擬實境頭戴裝置 - 理論與實務的探討

Philippe Fuchs

商品描述

The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals.

The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I² model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

商品描述(中文翻譯)

虛擬實境的目的是讓使用者能在數位創造的人工世界中進行感覺運動和認知活動。最近的計算機技術進步導致了新一代的虛擬實境設備,例如虛擬實境頭戴式顯示器(VR headsets)。因此,虛擬實境為研究人員和專業人士帶來了許多新的科學挑戰。

本書的目的是為虛擬實境的設計師和使用者提供一本手冊,旨在以最完整的方式呈現有關使用虛擬實境頭戴式顯示器的當前知識。全書分為13章。第一章的目標是介紹虛擬實境並澄清其範疇。接下來的章節通過我們的沉浸與互動方法論(Immersion and Interaction methodology),也稱為「3I²模型」,呈現虛擬實境的理論方法。然後,必須有一章關於人類感官的內容,以理解感覺運動沉浸,特別是視覺。這些章節之後是幾個章節,介紹目前市場上可用的不同視覺介面和虛擬實境頭戴式顯示器。這些設備可能會因感覺運動不一致而引發舒適度和健康問題。有一章專門討論這些問題,接著有一章詳細討論了32種方法和解決方案,以消除或至少減少虛擬實境暈動症。接下來的三章介紹使用虛擬實境頭戴式顯示器的不同虛擬實境應用(行為科學、工業用途和數位藝術),最後一章提供結論並討論未來虛擬實境的挑戰。