Being really virtual immersive natives and the future of virtual reality

Gespeichert in:
Bibliographische Detailangaben
1. Verfasser: Steinicke, Frank 1977- (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: [Cham] Springer [2016]
Schlagworte:
Online-Zugang:Inhaltsverzeichnis
Klappentext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!

MARC

LEADER 00000nam a2200000 c 4500
001 BV043874842
003 DE-604
005 20170109
007 t|
008 161114s2016 xx a||| |||| 00||| eng d
020 |a 3319430769  |c hbk.  |9 3-319-43076-9 
020 |a 9783319430768  |c hbk.  |9 978-3-319-43076-8 
035 |a (OCoLC)964660343 
035 |a (DE-599)BSZ479545936 
040 |a DE-604  |b ger  |e rda 
041 0 |a eng 
049 |a DE-355  |a DE-11  |a DE-M122  |a DE-1102 
082 0 |a 005.437 
084 |a ST 323  |0 (DE-625)143659:  |2 rvk 
100 1 |a Steinicke, Frank  |d 1977-  |e Verfasser  |0 (DE-588)132520389  |4 aut 
245 1 0 |a Being really virtual  |b immersive natives and the future of virtual reality  |c Frank Steinicke 
264 1 |a [Cham]  |b Springer  |c [2016] 
264 4 |c © 2016 
300 |a xviii, 166 Seiten  |b Illustrationen, Diagramme (farbig) 
336 |b txt  |2 rdacontent 
337 |b n  |2 rdamedia 
338 |b nc  |2 rdacarrier 
650 0 7 |a Virtuelle Realität  |0 (DE-588)4399931-1  |2 gnd  |9 rswk-swf 
650 0 7 |a Erweiterte Realität  |g Informatik  |0 (DE-588)4715802-5  |2 gnd  |9 rswk-swf 
689 0 0 |a Virtuelle Realität  |0 (DE-588)4399931-1  |D s 
689 0 1 |a Erweiterte Realität  |g Informatik  |0 (DE-588)4715802-5  |D s 
689 0 |5 DE-604 
776 0 8 |i Erscheint auch als  |n Online-Ausgabe  |z 978-3-319-43078-2 
856 4 2 |m Digitalisierung UB Regensburg - ADAM Catalogue Enrichment  |q application/pdf  |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029284605&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA  |3 Inhaltsverzeichnis 
856 4 2 |m Digitalisierung UB Regensburg - ADAM Catalogue Enrichment  |q application/pdf  |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029284605&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA  |3 Klappentext 
943 1 |a oai:aleph.bib-bvb.de:BVB01-029284605 

Datensatz im Suchindex

_version_ 1819757112354406400
adam_text Contents Part I The Past: Background and Motivation 1 A Glance into the Future......................................... 3 1.1 VR Futurology.................................................. 4 1-2 VR in the 1990s................................................ 6 1.3 Smart Phone VR Era............................................. 7 1.4 Why 15 Years?.................................................. 9 1.4.1 Research Perspective................................ 10 1.4.2 Personal Perspective.................................. 15 References....................................................... 17 2 The Science and Fiction of the Ultimate Display.................. 19 2.1 The Ultimate Display.......................................... 19 2.2 The Fiction of VR............................................. 20 2.2.1 Plato: Allegory of the Cave, 360 BC................... 20 2.2.2 Daniel F. Galouye: Simulacron 3, 1964 ............. . 21 2.2.3 Rainer W. Fassbinder: World on a Wire, 1973 .......... 21 2.2.4 William Gibson: Neuromancer, 1984 .................... 21 2.2.5 Brett Leonard: The Lawnmower Man, 1992 ............... 22 2.2.6 Neal Stephenson: Snow Crash, 1992..................... 23 2.2.7 The Wachowski Brothers: The Matrix, 1999.............. 24 2.2.8 Vemor Vinge: Rainbows End, 2006 ...................... 24 2.2.9 Ernest Cline: Ready Player One, 2011.................. 25 2.3 The Science of VR............................................. 25 2.3.1 Morton Heilig: Sensorama, 1962........................ 25 2.3.2 Charles Comeau and James Bryan: Headsight, 1961....................................... 27 2.3.3 Ivan Sutherland: Sword of Damocles, 1968.............. 27 2.3.4 Thomas A. Furness III: Super-Cockpit, 1968 ........... 28 2.3.5 Myron Krueger: Artificial Reality, 1969 .............. 28 2.3.6 Jaron Lanier: Virtual Reality and VPL Research, 1985 ....................................... 29 xv XVI Contents 2.3.7 Jonathan D. Waldem: Virtuality, 1991................ 29 2.3.8 Gunpei Yokoi: Virtual Boy, 1995 .................. 30 2.3.9 Classic Readings in VR................................ 30 2.4 2016: The Year of Virtual Reality........................... 31 References......................................................... 32 3 Toward a Virtual Revolution......................................... 33 3.1 Malthusian Trap............................................... 33 3.2 Exponential Growth............................................ 35 3.2.1 Legend of the Ambalappuzha Paal Payasam.............. 36 3.2.2 Misperception of Exponential Growth............... 37 3.3 Industrial and Technological Revolution....................... 38 3.4 Digital Revolution and Information Society.................... 39 3.5 Online Communities and Societies.............................. 40 3.5.1 Virtual and Cyber Worlds.............................. 41 3.5.2 Virtual Economies..................................... 42 References........................................................ 43 Part II The Present: Research and Development 4 Scientific, Technological, and Social Challenges.................... 47 4.1 Health and Cybersickness. . . ................................ 48 4.2 Unlimited Locomotion.......................................... 49 4.3 Missing Realistic Visual-Haptic Interaction................... 50 4.4 Inadequate Self-representation................................ 52 4.5 Isolated Social User Experience............................... 53 4.6 Revenge of the VR Nerds?...................................... 54 References.......................................................... 55 5 Unlimited Walking: One Small Step for a Man...................... 59 5.1 Locomotion in Virtual Environments............................ 60 5.2 Taxopomy of Redirected Walking Techniques..................... 63 5.2.1 Human Locomotion Triple............................... 64 5.2.2 Translation Gains..................................... 64 5.2.3 Rotation Gains........................................ 65 5.2.4 Curvature Gains....................................... 66 5.3 Experiments on Detection Thresholds........................... 66 5.3.1 Experimental Design................................... 67 5.3.2 Hardware Setup........................................ 67 5.3.3 Participants......................................... 68 5.3.4 Experiment 1 (El): Discrimination between Virtual and Physical Rotation............................... 69 5.3.5 Experiment 2 (E2): Discrimination between Virtual and Physical Straightforward Movement................ 72 5.3.6 Experiment 3: Discrimination of Path Curvature.... 74 Contents XVII 5.4 Discussion and Conclusions.......................... . .... 77 5.4.1 Post-questionnaires................................... 78 5.5 Experiment on Cognitive Demands.............................. 78 5.5.1 Participants.......................................... 79 5.5.2 Materials............................................. 79 5.5.3 Methods............................................... 80 5.5.4 Results............................................... 83 5.5.5 Discussion and Conclusions............................ 85 References.......................................................... 86 6 First Steps Toward Being Really Virtual............................. 89 6.1 Participant................................................... 90 6.2 Materials..................................................... 90 6.3 Methods....................................................... 92 6.4 Data Gathering................................................ 93 6.4.1 Audio/Video Data...................................... 93 6.4.2 Think-Aloud Protocol.................................. 94 6.4.3 Questionnaires...................................... 94 6.5 Results....................................................... 94 6.5.1 Quantitative Results.................................. 94 6.5.2 Qualitative Results................................... 97 6.6 Discussion.................................................... 99 6.6.1 Simulator Sickness.................................... 99 6.6.2 Ergonomics of HMD.................................... 100 6.6.3 Diet................................................. 100 6.7 Post-evaluation Study................................... 100 6.7.1 Materials and Methods................................ 101 6.7.2 Results and Discussion............................... 101 6.8 Confirmatory Test............................................ 103 6.9 Conclusion................................................... 104 References......................................................... 105 7 To Touch or Not to Touch?................................... 107 7.1 Motivation................................................... 107 7.2 Background.................................................... HO 7.2.1 Interaction with Stereoscopic Objects................ 110 7.2.2 Fitts’ Law and Selection............................. 112 7.3 Experiments.................................................. 113 7.3.1 Experimental Setup................................... 113 7.3.2 Methods.............................................. 114 7.3.3 Participants......................................... 116 7.4 Results...................................................... 116 7.4.1 Movement Time........................................ 116 7.4.2 Error Rate........................................... 117 7.4.3 Error Distance....................................... 118 xviii Contents 7.4.4 Effective Throughput............................... 118 7.4.5 Modeling........................................... 119 7.4.6 Questionnaires..................................... 120 7.5 Discussion................................................. 120 7.6 Conclusion and Future Work................................. 121 References....................................................... 122 Part III The Future: Ethics and Responsibility 8 More and More, and More than Moore’s Law......................... 127 8.1 Transistor Era............................................. 127 8.2 Moore’s Law................................................ 128 8.2.1 Computing Performance ............................. 131 8.2.2 The End of Moore’s Law ............................. 132 8.2.3 From One Paradigm to Another........................ 133 8.2.4 The Next Paradigm................................... 135 8.2.5 Conservative Estimate............................... 136 8.3 Ultimate Display Test. ..................................... 137 8.3.1 Graphics Turing Test................................ 138 8.4 Digital Transformations and Exponential Innovations......... 140 8.4.1 Example: From Roll Film to Image Pixel.............. 140 8.4.2 Exponential Innovation.............................. 142 References....................................................... 143 9 Anarchy, Principles, and Rules................................... 145 9.1 Laws Versus Anarchy......................................... 145 9.1.1 Seven Principles of Cyberspace Design............... 146 9.2 Ethics and Rules of VR...................................... 147 9.2.1 Asimov’s Laws....................................... 149 9.2.2 Three Simple Rules for VR Usage..................... 149 References. ..................................................... 153 10 The Coming Age of Next Realities................................. 155 10.1 The Singularity............................................ 156 10.2 The Simulation Argument..................................... 158 10.2.1 Signs or Confirmation Bias?......................... 159 10.3 VR in Another 30 Years..................................... 160 References....................................................... 162 End Note............................................................. 165 Reference............................................................ 166 Frank Steinicke Being Really Virtual Immersive Natives and the Future of Virtual Reality This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherlands The Ultimate Display and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures ol VR, looking at current research trends, developments, challenges and ethical considerations to the coming age ot differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital societv. c’ 4
any_adam_object 1
author Steinicke, Frank 1977-
author_GND (DE-588)132520389
author_facet Steinicke, Frank 1977-
author_role aut
author_sort Steinicke, Frank 1977-
author_variant f s fs
building Verbundindex
bvnumber BV043874842
classification_rvk ST 323
ctrlnum (OCoLC)964660343
(DE-599)BSZ479545936
dewey-full 005.437
dewey-hundreds 000 - Computer science, information, general works
dewey-ones 005 - Computer programming, programs, data, security
dewey-raw 005.437
dewey-search 005.437
dewey-sort 15.437
dewey-tens 000 - Computer science, information, general works
discipline Informatik
format Book
fullrecord <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>01907nam a2200397 c 4500</leader><controlfield tag="001">BV043874842</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20170109 </controlfield><controlfield tag="007">t|</controlfield><controlfield tag="008">161114s2016 xx a||| |||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">3319430769</subfield><subfield code="c">hbk.</subfield><subfield code="9">3-319-43076-9</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9783319430768</subfield><subfield code="c">hbk.</subfield><subfield code="9">978-3-319-43076-8</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)964660343</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BSZ479545936</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-355</subfield><subfield code="a">DE-11</subfield><subfield code="a">DE-M122</subfield><subfield code="a">DE-1102</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">005.437</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 323</subfield><subfield code="0">(DE-625)143659:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Steinicke, Frank</subfield><subfield code="d">1977-</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)132520389</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Being really virtual</subfield><subfield code="b">immersive natives and the future of virtual reality</subfield><subfield code="c">Frank Steinicke</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">[Cham]</subfield><subfield code="b">Springer</subfield><subfield code="c">[2016]</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">© 2016</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">xviii, 166 Seiten</subfield><subfield code="b">Illustrationen, Diagramme (farbig)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Virtuelle Realität</subfield><subfield code="0">(DE-588)4399931-1</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Erweiterte Realität</subfield><subfield code="g">Informatik</subfield><subfield code="0">(DE-588)4715802-5</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Virtuelle Realität</subfield><subfield code="0">(DE-588)4399931-1</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Erweiterte Realität</subfield><subfield code="g">Informatik</subfield><subfield code="0">(DE-588)4715802-5</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Online-Ausgabe</subfield><subfield code="z">978-3-319-43078-2</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">Digitalisierung UB Regensburg - ADAM Catalogue Enrichment</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&amp;doc_library=BVB01&amp;local_base=BVB01&amp;doc_number=029284605&amp;sequence=000003&amp;line_number=0001&amp;func_code=DB_RECORDS&amp;service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">Digitalisierung UB Regensburg - ADAM Catalogue Enrichment</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&amp;doc_library=BVB01&amp;local_base=BVB01&amp;doc_number=029284605&amp;sequence=000004&amp;line_number=0002&amp;func_code=DB_RECORDS&amp;service_type=MEDIA</subfield><subfield code="3">Klappentext</subfield></datafield><datafield tag="943" ind1="1" ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-029284605</subfield></datafield></record></collection>
id DE-604.BV043874842
illustrated Illustrated
indexdate 2024-12-24T05:27:07Z
institution BVB
isbn 3319430769
9783319430768
language English
oai_aleph_id oai:aleph.bib-bvb.de:BVB01-029284605
oclc_num 964660343
open_access_boolean
owner DE-355
DE-BY-UBR
DE-11
DE-M122
DE-1102
owner_facet DE-355
DE-BY-UBR
DE-11
DE-M122
DE-1102
physical xviii, 166 Seiten Illustrationen, Diagramme (farbig)
publishDate 2016
publishDateSearch 2016
publishDateSort 2016
publisher Springer
record_format marc
spellingShingle Steinicke, Frank 1977-
Being really virtual immersive natives and the future of virtual reality
Virtuelle Realität (DE-588)4399931-1 gnd
Erweiterte Realität Informatik (DE-588)4715802-5 gnd
subject_GND (DE-588)4399931-1
(DE-588)4715802-5
title Being really virtual immersive natives and the future of virtual reality
title_auth Being really virtual immersive natives and the future of virtual reality
title_exact_search Being really virtual immersive natives and the future of virtual reality
title_full Being really virtual immersive natives and the future of virtual reality Frank Steinicke
title_fullStr Being really virtual immersive natives and the future of virtual reality Frank Steinicke
title_full_unstemmed Being really virtual immersive natives and the future of virtual reality Frank Steinicke
title_short Being really virtual
title_sort being really virtual immersive natives and the future of virtual reality
title_sub immersive natives and the future of virtual reality
topic Virtuelle Realität (DE-588)4399931-1 gnd
Erweiterte Realität Informatik (DE-588)4715802-5 gnd
topic_facet Virtuelle Realität
Erweiterte Realität Informatik
url http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029284605&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA
http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029284605&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA
work_keys_str_mv AT steinickefrank beingreallyvirtualimmersivenativesandthefutureofvirtualreality