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OverviewFull Product DetailsAuthor: Philippe FuchsPublisher: Taylor & Francis Ltd Imprint: CRC Press Weight: 0.544kg ISBN: 9781138632356ISBN 10: 113863235 Pages: 200 Publication Date: 20 February 2017 Audience: College/higher education , Professional and scholarly , Postgraduate, Research & Scholarly , Professional & Vocational Format: Hardback Publisher's Status: Active Availability: In Print This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviewsProf. Philippe Fuchs is a true world-class expert in VR and its relationship with human perception. The recent resurgence of virtual reality by the massive investment of Facebook and Google has created an unprecedented interest in virtual reality in the public imagination especially for HMD based VR. The problem is that this new generation of VR enthusiast do not have a deep knowledge of the impact of VR on human perception. These include nausea, disorientation, and the simulator syndrome where hand-eye coordination can be altered by long exposure to poorly designed VR experience resulting in potential accidents which could lead to liabilities. This is why this book is important as it will review what is known about VR and its influence on human perception and then describes in practical terms how to minimize those effects. Most likely this book will become the must read in this field for anyone who is serious about designing HMD hardware or VR software that are truly compatible with human perception. Dr. Pierre Boulanger, Professor and director of the Advanced Man-Machine Interface Laboratory, University of Alberta, Canada Author Information"Philippe Fuchs is professor at Mines ParisTech engineering school (Paris), and leader of their ""Virtual Reality & Augmented Reality"" team. The field of his research is the theoretical approach of VR and industrial applications. The team’s lines of research focus mainly on human ""behavioural interfacing"" in a virtual (or mixed real/virtual) world, by making judicious use of a person’s natural behaviour on sensory motor and mental levels. Their methodology for designing a VR system has been extended on the technical and psychological levels thanks to collaboration undertaken this year with ergonomists and psychologists. The team’s lines of research focus on visual interfaces, especially VR headsets and stereoscopic vision." Tab Content 6Author Website:Countries AvailableAll regions |