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020 _a9781441984326
_9978-1-4419-8432-6
024 7 _a10.1007/978-1-4419-8432-6
_2doi
050 4 _aTJ210.2-211.495
050 4 _aTJ163.12
072 7 _aTJFM
_2bicssc
072 7 _aTJFD
_2bicssc
072 7 _aTEC004000
_2bisacsh
072 7 _aTEC037000
_2bisacsh
082 0 4 _a629.8
_223
245 1 0 _aHuman Walking in Virtual Environments
_h[electronic resource] :
_bPerception, Technology, and Applications /
_cedited by Frank Steinicke, Yon Visell, Jennifer Campos, Anatole L�ecuyer.
264 1 _aNew York, NY :
_bSpringer New York :
_bImprint: Springer,
_c2013.
300 _aX, 402 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aSensory contributions to spatial knowledge of real and virtual environments -- Perceptual and cognitive factors for self‐motion simulation in virtual environments -- Biomechanics of walking in real world: naturalness we wish to reach in virtual reality -- Affordance perception and the visual control of locomotion -- The effect of translational and rotational body-based information on navigation -- Enabling unconstrained omnidirectional walking through virtual environments: an overview of the CyberWalk project -- Displays and Interaction for Virtual Travel -- Sensing Human Walking: Algorithms and Techniques for Extracting and Modeling Locomotion -- Technologies in Locomotion Interface -- Implementing Virtual Walking -- Virtual Locomotion using a Walking Metaphor -- Multimodal Rendering of Walking over Virtual Grounds -- Displacements in Virtual Reality applications for sports -- Redirected Walking in Mixed Reality Training Applications -- VR-based Assessment and Rehabilitation of Functional Mobility -- Full Body Locomotion with Video Game Motion Controllers -- Interacting with augmented floor surfaces -- A mobile virtual training system for military purposes.
520 _aThis book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of virtual reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.
650 0 _aEngineering.
650 0 _aComputer graphics.
650 0 _aControl engineering.
650 0 _aRobotics.
650 0 _aMechatronics.
650 0 _aBiomedical engineering.
650 1 4 _aEngineering.
650 2 4 _aControl, Robotics, Mechatronics.
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
650 2 4 _aBiomedical Engineering.
700 1 _aSteinicke, Frank.
_eeditor.
700 1 _aVisell, Yon.
_eeditor.
700 1 _aCampos, Jennifer.
_eeditor.
700 1 _aL�ecuyer, Anatole.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781441984319
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4419-8432-6
912 _aZDB-2-ENG
942 _cEBK
999 _c51814
_d51814