Simulated And Virtual Realities: Elements Of Perception
K. Carr, R. England
CRC Press, Aug 3, 1995 - Technology & Engineering - 238 pages
Virtual reality is a perceptual experience, achieved using technology. Anyone wishing to develop virtual reality should understand the human perceptual processes with which the technology seeks to interact and control. The book presents state-of-the-art reviews of the current understanding of these human perceptual processes and the implications for virtual reality. It reports research which has tried to make the technology capable of delivering the required perceptual experience, comprising a basis for future virtual reality research, so as to achieve the optimum development of the field. It is intended to be of use to anyone who is involved with the creation of a virtual reality experience.
What people are saying - Write a review
We haven't found any reviews in the usual places.
Virtual environments and environmental instruments
a psychological perspective
Vision and displays
MICHAEL J GRIFFIN
Perceptual cues and object recognition
Sensorymotor systems in virtual manipulation
Other editions - View all
afferents anti-aliasing applications areas auditory behaviour brain Chapter cognitive colour computer graphics context convergence cortex cues depth described discussed display lag dynamic effects Ellis example experience feedback fibres Figure frequency function Gibson global illumination head movements head-mounted head-mounted displays helmet-mounted display Human Factors illumination model indirect illumination input interaction interface Journal of Experimental kinaesthetic light London manipulation mechanisms mechanoreceptors motion multiple images muscle Muscle spindles neural neurons nociceptors objects optic orientation pathways perceived performance physical physiological pictorial possible problem projection Psychology Psychophysics radiosity real world realism receptive fields receptors reflection reflex representation sampling scene sense sensitivity sensory shape simulation Society spatial specific studies superior colliculus surface synthetic tactile target task teleoperation telepresence telerobotic temporal aliasing theory Thermoreceptors three-dimensional users video games virtual environment virtual reality virtual world vision visual perception visual recognition visual system VR system