Virtual Environments and Advanced Interface Design by Woodrow Barfield, Thomas A. Furness PDF

By Woodrow Barfield, Thomas A. Furness

ISBN-10: 0195075552

ISBN-13: 9780195075557

ISBN-10: 1423737695

ISBN-13: 9781423737698

This sweeping advent to the technology of digital surroundings know-how masterfully integrates learn and useful purposes culled from a number of disciplines, together with psychology, engineering, and machine technology. With contributions from the field's most advantageous researchers and theorists, the e-book focuses specifically on how digital know-how and interface layout can larger accommodate human cognitive, motor, and perceptual services. all through, it brings the reader up to date with the newest layout techniques and state-of-the-art digital environments, and issues to promising avenues for destiny improvement. The publication is split into 3 components. the 1st half introduces the reader to the topic via defining simple phrases, picking key parts of the digital atmosphere, and reviewing the origins and components of digital environments. the second one half focuses of present applied sciences used to provide visible, auditory, tactile, and kinesthetic info. The booklet concludes with an in-depth research of ways environments and human notion are built-in to create powerful digital platforms. finished and wonderfully written, digital Environments and complex Interface layout could be the "bible" at the topic for future years. scholars and researchers in computing device technological know-how, psychology, and cognitive technological know-how will all are looking to have a duplicate on their cabinets.

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Extra info for Virtual Environments and Advanced Interface Design

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This process, which is akin to map interpretation, is the most abstract of the three. Viewers must literally learn to interpret pictorial images (Gregory and Wallace, 1974; Senden, 1932; Jones and Hagen, 1980). It is also not an automatic interpretive process because many of the physiological reflexes associated with the experience of a real threedimensional environment are either missing or inappropriate for the patterns seen on a flat picture. The basis of the reconstruction of virtual space must be the optic array, the patterned collection of relative lines of sight to significant features in the image, that is, contours, vertices, lines, and textured regions.

These modifications may take place (1) in an object relative coordinate system used to define the object's shape, or (2) in an affine or even curvilinear object shape transformation, or (3) during the placement transformation that positions the transformed object in world coordinates, or (4) in the viewing transformation or (5) in the final viewport transformation. The perceptual consequences of informative distortions are different depending on where they are introduced. For example, object transformations will not impair perceived positional stability of objects displayed in a head-mounted format, whereas changes of the viewing transformation such as magnification will.

Interesting alternatives for this kind of simulation have been provided by simulation and modeling languages such as SLAM II, with a graphical display interface, TESS (Pritsker, 1986). These very high languages provide tools for defining and implementing continuous or discrete dynamic models. They can facilitate construction of precise systems models (Cellier, 1991). Another alternative made possible by graphical interfaces to computers is a simulation development environment in which the simulation is created through manipulation of icons representing its separate elements, such as integrators, delays, or filters, so as to connect them into a functioning virtual ORIGINS AND ELEMENTS OF VIRTUAL ENVIRONMENTS 27 Figure 2-8 The process of representing a graphic object in virtual space allows a number of different opportunities to introduce informative geometric distortions or enhancements.

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Virtual Environments and Advanced Interface Design by Woodrow Barfield, Thomas A. Furness


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