Human Walking in Virtual Environments: Perception, Technology, and Applications

Human Walking in Virtual Environments: Perception, Technology, and Applications

Paperback(2013)

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Product Details

ISBN-13: 9781493900114
Publisher: Springer New York
Publication date: 06/12/2015
Edition description: 2013
Pages: 402
Product dimensions: 6.10(w) x 9.25(h) x 0.03(d)

About the Author

Frank Steinicke is a professorof computer science in media at the Department of Computer Science and the Department of Human-Computer-Media at the University of Würzburg. He received his Ph.D. in computer science from the University of Munster.

Yon Visell is assistant professor at Drexel University in Philadelphia, in the Department of Electrical and Computer Engineering. His research concerns engineering and scientific aspects of haptic and multisensory interaction in virtual and augmented reality environments.

Dr. Campos is a Scientist at Toronto Rehab where her research focus is on multisensory integration, perception-action coupling and visuomotor control.

Anatole Lécuyer is a senior researcher at Inria in Rennes, France. His research concerns Virtual Reality, 3D User Interfaces, Haptic Feedback and Brain-Computer Interfaces.

Table of Contents

Sensory 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.

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