CRC Press, 2015, -1371 p., Second edition.
The first edition of the Handbook of Virtual Environments was published in 2000. A lot has changed since that time. Virtual environments (VEs) have always presented infinite possibilities for extending the interactivity and engagement of an ever-expanding variety of applications in the areas of entertainment, education, medicine, and beyond. But now, with the technology advancing at rates exceeding conventional laws, the possibility to create VEs that provide true-to-life experiences has never been more attainable. We thus felt it was time to assemble a second edition of the handbook to summarize the current cutting-edge research and technology advances that are bringing these truly compelling virtual worlds to life.
This second edition includes nine new as well as 41 updated chapters that reflect the progress made in basic and applied research related to the creation, application, and evaluation of VEs. Leading researchers and practitioners from multidisciplinary domains have contributed to this second edition to provide a wealth of both theoretical and practical information, resulting in a complete toolbox of theories and techniques that researchers, designers, and developers of VEs can rely on to develop more captivating and effective virtual worlds.
Section I Introduction.
Virtual Environments in the Twenty-First Century.
Virtual Environments Standards and Terminology.
Section II System Requirements: Hardware.
Vision and Virtual Environments.
Virtual Auditory Displays.
Dynamic Haptic Interaction with Video.
Olfactory Interfaces.
Perception of Body Motion.
Eye Tracking in Virtual Environments.
Gesture Recognition.
Avatar Control in Virtual Environments.
Section III System Requirements: Software.
Virtual Environment Models.
Principles for Designing Effective 3D Interaction Techniques.
Technological Considerations in the Design of Multisensory Virtual Environments: How Real Does It Need to Be?
Embodied Autonomous Agents.
Section IV Design Approaches and Implementation Strategies.
Structured Development of Virtual Environments.
Cognitive Aspects of Virtual Environment Design.
Multimodal Interaction Modeling.
Illusory Self-Motion in Virtual Environments.
Spatial Orientation, Wayfinding, and Representation.
Technology Management and User Acceptance of Virtual Environment Technology.
Virtual Environments and Product Liability.
Section V Health and Safety Issues.
Direct Effects of Virtual Environments on Users.
Motion Sickness Symptomatology and Origins.
Motion Sickness Scaling.
Adapting to Virtual Environments.
Visually Induced Motion Sickness: Causes, Characteristics, and Countermeasures.
Social Impact of Virtual Environments.
Section VI Evaluation.
Usability Engineering of Virtual Environments.
Human Performance Measurement in Virtual Environments.
Conducting Training Transfer Studies in Virtual Environments.
Virtual Environment Usage Protocols.
Measurement of Visual Aftereffects following Virtual Environment Exposure: Implications for Minimally Invasive Surgery.
Proprioceptive Adaptation and Aftereffects.
Beyond Presence: How Holistic Experience Drives Training and Education.
Augmented Cognition for Virtual Environment Evaluation.
Section VII Selected Applications of Virtual Environments.
Applications of Virtual Environments: An Overview.
Use of Virtual Worlds in the Military Services as Part of a Blended Learning Strategy.
Team Training in Virtual Environments: A Dual Approach.
Visual Perceptual Skills Training in Virtual Environments.
Virtual Environments as a Tool for Conceptual Learning.
Applications of Virtual Environments in Experiential, STEM, and Health Science Education.
Design and Development of 3D Interactive Environments for Special Educational Needs.
Virtual Environment–Assisted Teleoperation.
Evolving Human–Robot Communication through VE-Based Research and Development.
Clinical Virtual Reality.
Modeling and Simulation for Cultural Training: Past, Present, and Future Challenges.
Immersive Visualization for the Geological Sciences.
Information Visualization in Virtual Environments: Trade-Offs and Guidelines.
Entertainment Applications of Virtual Environments.
Section VIII Conclusion.
Virtual Environments: History and Profession.