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Table of Contents
Preface; References; Acknowledgements; Contents; The Past: Background and Motivation; 1 A Glance into the Future; 1.1 VR Futurology; 1.2 VR in the 1990s; 1.3 Smart Phone VR Era; 1.4 Why 15 Years?; 1.4.1 Research Perspective; 1.4.2 Personal Perspective; References; 2 The Science and Fiction of the Ultimate Display; 2.1 The Ultimate Display; 2.2 The Fiction of VR; 2.2.1 Plato: Allegory of the Cave, 360 BC; 2.2.2 Daniel F. Galouye: Simulacron 3, 1964; 2.2.3 Rainer W. Fassbinder: World on a Wire, 1973; 2.2.4 William Gibson: Neuromancer, 1984; 2.2.5 Brett Leonard: The Lawnmower Man, 1992
2.2.6 Neal Stephenson: Snow Crash, 19922.2.7 The Wachowski Brothers: The Matrix, 1999; 2.2.8 Vernor Vinge: Rainbows End, 2006; 2.2.9 Ernest Cline: Ready Player One, 2011; 2.3 The Science of VR; 2.3.1 Morton Heilig: Sensorama, 1962; 2.3.2 Charles Comeau and James Bryan: Headsight, 1961; 2.3.3 Ivan Sutherland: Sword of Damocles, 1968; 2.3.4 Thomas A. Furness III: Super-Cockpit, 1968; 2.3.5 Myron Krueger: Artificial Reality, 1969; 2.3.6 Jaron Lanier: Virtual Reality and VPL Research, 1985; 2.3.7 Jonathan D. Waldern: Virtuality, 1991; 2.3.8 Gunpei Yokoi: Virtual Boy, 1995
2.3.9 Classic Readings in VR2.4 2016: The Year of Virtual Reality; References; 3 Toward a Virtual Revolution; 3.1 Malthusian Trap; 3.2 Exponential Growth; 3.2.1 Legend of the Ambalappuzha Paal Payasam; 3.2.2 Misperception of Exponential Growth; 3.3 Industrial and Technological Revolution; 3.4 Digital Revolution and Information Society; 3.5 Online Communities and Societies; 3.5.1 Virtual and Cyber Worlds; 3.5.2 Virtual Economies; References; The Present: Research and Development; 4 Scientific, Technological, and Social Challenges; 4.1 Health and Cybersickness; 4.2 Unlimited Locomotion
4.3 Missing Realistic Visual-Haptic Interaction4.4 Inadequate Self-representation; 4.5 Isolated Social User Experience; 4.6 Revenge of the VR Nerds?; References; 5 Unlimited Walking: One Small Step for a Man; 5.1 Locomotion in Virtual Environments; 5.2 Taxonomy of Redirected Walking Techniques; 5.2.1 Human Locomotion Triple; 5.2.2 Translation Gains; 5.2.3 Rotation Gains; 5.2.4 Curvature Gains; 5.3 Experiments on Detection Thresholds; 5.3.1 Experimental Design; 5.3.2 Hardware Setup; 5.3.3 Participants; 5.3.4 Experiment 1: Discrimination between Virtual and Physical Rotation
5.3.5 Experiment 2: Discrimination between Virtual and Physical Straightforward Movement5.3.6 Experiment 3: Discrimination of Path Curvature; 5.4 Discussion and Conclusions; 5.4.1 Post-questionnaires; 5.5 Experiment on Cognitive Demands; 5.5.1 Participants; 5.5.2 Materials; 5.5.3 Methods; 5.5.4 Results; 5.5.5 Discussion and Conclusions; References; 6 First Steps Toward Being Really Virtual; 6.1 Participant; 6.2 Materials; 6.3 Methods; 6.4 Data Gathering; 6.4.1 Audio/Video Data; 6.4.2 Think-Aloud Protocol; 6.4.3 Questionnaires; 6.5 Results; 6.5.1 Quantitative Results; 6.5.2 Qualitative Results
6.6 Discussion
2.2.6 Neal Stephenson: Snow Crash, 19922.2.7 The Wachowski Brothers: The Matrix, 1999; 2.2.8 Vernor Vinge: Rainbows End, 2006; 2.2.9 Ernest Cline: Ready Player One, 2011; 2.3 The Science of VR; 2.3.1 Morton Heilig: Sensorama, 1962; 2.3.2 Charles Comeau and James Bryan: Headsight, 1961; 2.3.3 Ivan Sutherland: Sword of Damocles, 1968; 2.3.4 Thomas A. Furness III: Super-Cockpit, 1968; 2.3.5 Myron Krueger: Artificial Reality, 1969; 2.3.6 Jaron Lanier: Virtual Reality and VPL Research, 1985; 2.3.7 Jonathan D. Waldern: Virtuality, 1991; 2.3.8 Gunpei Yokoi: Virtual Boy, 1995
2.3.9 Classic Readings in VR2.4 2016: The Year of Virtual Reality; References; 3 Toward a Virtual Revolution; 3.1 Malthusian Trap; 3.2 Exponential Growth; 3.2.1 Legend of the Ambalappuzha Paal Payasam; 3.2.2 Misperception of Exponential Growth; 3.3 Industrial and Technological Revolution; 3.4 Digital Revolution and Information Society; 3.5 Online Communities and Societies; 3.5.1 Virtual and Cyber Worlds; 3.5.2 Virtual Economies; References; The Present: Research and Development; 4 Scientific, Technological, and Social Challenges; 4.1 Health and Cybersickness; 4.2 Unlimited Locomotion
4.3 Missing Realistic Visual-Haptic Interaction4.4 Inadequate Self-representation; 4.5 Isolated Social User Experience; 4.6 Revenge of the VR Nerds?; References; 5 Unlimited Walking: One Small Step for a Man; 5.1 Locomotion in Virtual Environments; 5.2 Taxonomy of Redirected Walking Techniques; 5.2.1 Human Locomotion Triple; 5.2.2 Translation Gains; 5.2.3 Rotation Gains; 5.2.4 Curvature Gains; 5.3 Experiments on Detection Thresholds; 5.3.1 Experimental Design; 5.3.2 Hardware Setup; 5.3.3 Participants; 5.3.4 Experiment 1: Discrimination between Virtual and Physical Rotation
5.3.5 Experiment 2: Discrimination between Virtual and Physical Straightforward Movement5.3.6 Experiment 3: Discrimination of Path Curvature; 5.4 Discussion and Conclusions; 5.4.1 Post-questionnaires; 5.5 Experiment on Cognitive Demands; 5.5.1 Participants; 5.5.2 Materials; 5.5.3 Methods; 5.5.4 Results; 5.5.5 Discussion and Conclusions; References; 6 First Steps Toward Being Really Virtual; 6.1 Participant; 6.2 Materials; 6.3 Methods; 6.4 Data Gathering; 6.4.1 Audio/Video Data; 6.4.2 Think-Aloud Protocol; 6.4.3 Questionnaires; 6.5 Results; 6.5.1 Quantitative Results; 6.5.2 Qualitative Results
6.6 Discussion