A comprehensive exploration of the state-of-the-art enabling technologies and applications of wearable computing systems. The mechanics of sight, hearing and touch are explained along with how their range of performance directly relates to the design and application of wearable displays, 3-D audio and tactile/force feedback devices. Emphasis is placed the latest commercially available displays, sensors and DIY trends driving the broad increase in awareness and interest in the field.
"Augmented Reality" refers to see-through computer displays that overlay graphics and information onto your real-world view. Some of these displays look like regular glasses. "Virtual Reality" refers to new computer displays that cover the user's eyes and provide the visual sensation of actual presence inside of a computer-generated, 3-D world. The user is able to look left, right, up, down and to move
through the computer-generated world in a manner similar the real world.
These new technologies are extremely important and growing in popularity as they make computer games far more realistic, solve visualization problems in fields ranging from aerospace to medicine, and as well as increase data understanding in science and engineering applications.
This book is in-depth guide to understanding the technologies and applications of augmented and virtual reality systems and wearable computing devices. The mechanics of sight, hearing and touch are explained, as well as how their mechanisms and range of performance directly dictates the design and use of these revolutionary man-machine interfaces.
Numerous case studies of real-world applications are provided from such fields as gaming and
entertainment, engineering and design, aerospace and defense, medicine, and architecture.
This book covers:
Preface
Part 1: Introduction to Augmented and Virtual Reality
Chapter 1: Computer Generated Worlds
Chapter 2: Understanding Space
Part 2: Understanding the Human Senses and Their Relationship to Output/Input Devices
Chapter 3: The Mechanics of Sight
Chapter 4: Component Technologies of Head-Mounted Displays
Chapter 5: Google Glass and Related Augmenting Displays
Chapter 6: Fully Immersive Displays
Chapter 7: The Mechanics of Hearing
Chapter 8: Audio Displays
Chapter 9: The Mechanics of Feeling
Chapter 10: Tactile and Force Feedback Devices
Chapter 11: Sensors for Tracking Position, Orientation and Motion
Chapter 12: Devices to Enable Interaction with Data
Part 3: Applications of Augmented and Virtual Reality
Chapter 13: Gaming and Entertainment
Chapter 14: Architecture and Construction
Chapter 15: Science and Engineering
Chapter 16: Health and Medicine
Chapter 17: Aerospace and Defense
Chapter 18: Education
Chapter 19: Information Control
Chapter 20: Telerobotics and Teleprescence
Part 4: Human Factors, Legal and Social Considerations
Chapter 21: Human Factors Considerations
Chapter 22: Legal and Social
Chapter 23: The Future
Appendix A: Bibliography
Appendix B: Resources
