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Author Fuchs, Philippe, author

Title Virtual reality headsets : a theoretical and pragmatic approach / Philippe Fuchs, Ecole des Mines, ParisTech, Paris, France
Published Leiden, The Netherlands ; Boca Raton : CRC Press/Balkema, [2017]
Online access available from:
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Description 1 online resource
Contents Cover; Half Title; Title Page; Copyright Page; Table of Contents; Preface; About the author; Part I: A theoretical and pragmatic approach for VR headsets; 1 Introduction and challenges; 2 Concepts of virtual reality; 2.1 Definitions of virtual reality; 2.1.1 Purpose of virtual reality; 2.1.2 Functional definition; 2.1.3 Technical definition; 2.2 Fundamental approach for immersion and interaction; 2.2.1 The hierarchical 3-level model; 2.2.2 The behavioural software aids; 2.3 Immersion and presence; 3 Human senses; 3.1 Introduction; 3.2 Vision; 3.2.1 The human visual system; 3.2.2 The eye
3.2.3 Accommodation and vergence3.2.4 The retina; 3.2.5 Vection and illusions of self-motion; 3.2.6 Visual perception of depth; Cognitive perception by monocular cues; Convergence and retinal disparity; Binocular vision and diplopia; Neurophysiological mechanisms of the perception of depth; 3.2.7 Psychophysical characteristics of vision; Visual acuity; Visual field; The Interpupillary Distance; Power of accommodation; Maximum temporal frequency in vision; 3.2.8 Psychophysical characteristics of stereoscopic vision
3.3 Cutaneous sensitivity3.3.1 The skin; 3.3.2 Classification of biological sensors; 3.3.3 Density of distribution; 3.3.4 Classification of mechanoreceptors; 3.4 Proprioception; 3.4.1 Vestibular system; 3.4.2 Articular proprioception; 3.4.3 Muscular proprioception; 4 Visual interfaces; 4.1 Introduction; 4.2 Processes for the visual perception of the 3D space; 4.3 Visual interfaces with fixed support; 4.3.1 Monoscopic or stereoscopic computer screens; 4.3.2 Separation at the screen level; 4.3.3 Large screen projection systems; 4.3.4 Wearable visual interfaces
4.4 Stereoscopic restitution of vision5 VR headsets; 5.1 Introduction; 5.2 Different types of VR headset; 5.2.1 VR headsets designed for a smartphone; Cardboard VR headsets; Smartphone-based headsets with head band; 5.2.2 Headsets which are intrinsically designed for VR; 5.2.3 AR headsets; 5.3 The design of optical system; 5.4 Display screens; 5.4.1 Current display screens; 5.4.2 Future display screens; 5.5 Head tracking sensor; 5.5.1 Introduction; 5.5.2 Mechanical trackers determining an orientation, speed or acceleration; 5.5.3 Optical trackers; 5.6 The ergonomic design
6 Interfaces used with VR headsets6.1 Introduction; 6.2 Tracked handheld controllers; 6.3 1D treadmill and omnidirectional (2D) treadmill; 6.4 Motion simulator; 6.4.1 Introduction; 6.4.2 Motion seats for single-user; 6.4.3 Motion flight simulators for single-user; 6.4.4 Full motion simulators; 7 Functional and technical characteristics of VR headsets; 7.1 Introduction; 7.2 Main features; 7.3 Technical characteristics of VR headsets; 7.3.1 Smartphone-based headsets; Generalities; VR headsets without head band; VR headset with head band; 7.3.2 Virtual Reality headsets
Notes Translation of: Les casques de réalité virtuelle et jeux vidéo. Paris : Les presses des Mines, 2016
Bibliography Includes bibliographical references and index
Notes Print version record and CIP data provided by publisher; resource not viewed
Subject Virtual reality headsets.
Form Electronic book
LC no. 2017015865
ISBN 1315208245 (ebook)
9781315208244 (ebook)
(hardcover ;) (alk. paper)
Other Titles Casques de réalité virtuelle et jeux vidéo. English