"Virtual Reality" ed. by Jae-Jin Kim
ITexLi | 2017 | ISBN: 953307518X 9789533075181 | 685 pages | PDF | 78 MB
ITexLi | 2017 | ISBN: 953307518X 9789533075181 | 685 pages | PDF | 78 MB
This volume is dedicated to technological advancement in graphics and other human motion tracking hardware and usage of virtual reality to various fields. This book will serve as a state-of-the-art resource for researchers who are interested in developing a beneficial technology for human society.
The most typical fields for the application of virtual reality are medicine and engineering.
The reviews in this book describe the latest virtual reality-related knowledge in these two fields such as: advanced human-computer interaction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgical treatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educational and industrial uses. In addition, the considerations for virtual worlds in human society are discussed.
Contents
Preface
1 Brain-Computer Interface Systems Used for Virtual Reality Control
2 Hapto-Acoustic Interaction Metaphors in 3D Virtual Environments for Non-Visual Settings
3 Collaborative 3D Interaction in Virtual Environments: a Workflow-based Approach
4 Virtual Reality to Simulate Visual Tasks for Robotic Systems
5 Development of a Finger Pad Force Display for a Hand Haptic Interface
6 Face-Touch: An Emotional Facial Expression Technique of Avatar Based on Tactile Vibration in Virtual Reality Game
7 VR Development with InTml
8 Compelling Self-Motion Through Virtual Environments Without Actual Self-Motion – Using Self-Motion Illusions ('Vection') to Improve VR User Experience
9 Neck Motion Analysis Using a Virtual Environment
10 Handedness and Dexterity Evaluation System Using Haptic Virtual Reality Technology
11 An Exploratory Study on the Relationship between Orientation Map Reading and Way-finding in Unfamiliar Environments
12 Virtuality Supports Reality for e-Health Applications
13 Simulation of Subject Specific Bone Remodeling and Virtual Reality Visualization
14 Application of Advanced Virtual Reality and 3D Computer Assisted Technologies in Computer Assisted Surgery and Tele-3D-Computer Assisted Surgery in Rhinology
15 Development of a Medical Training System with Integration of Users' Assessment
16 Virtual Reality Simulators for Objective Evaluation on Laparoscopic Surgery: Current Trends and Benefits.
17 Research in Neuroscience and Virtual Reality
18 Exploring the Potential of Virtual Reality for the Elderly and People with Disabilities
19 Common Issues of Virtual Reality in Neuro-Rehabilitation
20 Application of Virtual Reality in Neuro-Rehabilitation: An Overview
21 Virtual Reality in Evidence-Based Psychotherapy
22 Application of 'Virtual Realities' in Psychotherapy: Possibilities, Limitations and Effectiveness
23 Virtual Reality-Based Assessment of Social Skills and Its Application to Mental illnesses
24 Emotions and the Emotional Valence Afforded by the Virtual Environment
25 Serious Games for Serious problems: from Ludicus to Therapeuticus
26 Integrating Low-Cost Virtual Reality into Engineering Design Curricula
27 Virtual Reality and Computational Design
28 Didactic Models in Civil Engineering Education: Virtual Simulation of Construction Works
29 Application of Augmented Reality to Evaluate Invisible Height for Landscape Preservation
30 Virtual Reality Simulation System for Underground Mining Project
31 The Otherness of Cyberspace, Virtual Reality, and Hypertext
32 Actual Policing in Virtual Reality - A Cause of Moral Panic or a Justified Need?
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