Head--Mounted Displays

Head--Mounted Displays

Author: James E. Melzer

Publisher: Createspace Independent Publishing Platform

Published: 2011-02-26

Total Pages: 0

ISBN-13: 9781456563493

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"This book is a compilation of the many subjects that relate to the design of HMDs. It is by its nature a multidisciplinary discussion, because to adequately address the needs of the user, we must cross numerous behavioral, psychological, performance, and anthropometric boundaries. The authors of the chapters are experts in their fields with academic, commercial, and military backgrounds and we thank them for their fine work. We hope that this book will benefit both users and designers of HMDs."--Preface (p. xvi).


Head-mounted Displays

Head-mounted Displays

Author: James E. Melzer

Publisher: McGraw-Hill Professional Publishing

Published: 1997

Total Pages: 376

ISBN-13:

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You have found the first guide to head-mounted displays (HMDs) that places the emphasis where it belongs - on the end-user. This volume addresses key disciplines for future head-mounted virtual reality (VR), industrial and military display systems. It gives you a solid understanding of factors critical to end-user acceptance: user-centered design, imaging and optics, anthropometry, safety, human factors, visual perception, and system testing. HMD visual displays, image alignment, head and neck strain, and brain-actuated control are explored in depth. You also have access to a superb categorization of HMD optical designs, and a state-of-the-art model for stereoscopic viewing. From basic optical parameters to supporting HMDs with head-tracking data, this guide covers the important aspects of designing cutting-edge HMDs for the designer, user, and buyer of next-generation devices and systems.


Helmet-mounted Displays and Sights

Helmet-mounted Displays and Sights

Author: Mordekhai Velger

Publisher: Artech House Publishers

Published: 1998

Total Pages: 320

ISBN-13:

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Here's an in-depth, design practitioner's study of helmet-mounted display and sight technology (HMD/HMS). This unique combination of advanced optics, computing, and electronics gives users a continuous, hands-free display of computer, 3-D, or virtual imaging. Authored by a leading aerospace engineer, Helmet-Mounted Displays and Sights takes a comprehensive look at this increasingly popular technology -- from the human factors associated with the use of HMDs, to design requirements of HMD/HMS, to new and future advances in image source and display technology, and more.


Introduction to Flat Panel Displays

Introduction to Flat Panel Displays

Author: Jiun-Haw Lee

Publisher: John Wiley & Sons

Published: 2020-06-10

Total Pages: 376

ISBN-13: 1119282195

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Introduction to Flat Panel Displays describes the fundamental physics and materials of major flat panel display technologies including LED, OLED, LCD, PDP and FED and reflective displays. A reference for graduate students and new entrants to the display industry, the book currently covers the basic science behind each display technology and gives solved problems and homework problems in each chapter to aid self-study. With advancements in this field, there is enough change in the FPD industry to justify a second edition. This book offers the latest information on modern display technology and features new developments in OLED materials including phosphorescent, TTA, and TADF OLEDS, white light OLED and light extraction. It provides key information on blue phase, automotive lighting, quantum-dot enhanced LCDS, device configurations and performance, and LEDs, specifically nitrate-based. Application features include OLED for mobile, TV, light and flexible OLED, and reflective display specifically e-paper technology and low power consumption displays.


Practical Augmented Reality

Practical Augmented Reality

Author: Steve Aukstakalnis

Publisher: Addison-Wesley Professional

Published: 2016-09-08

Total Pages: 595

ISBN-13: 0134094352

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The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.


Real VR – Immersive Digital Reality

Real VR – Immersive Digital Reality

Author: Marcus Magnor

Publisher: Springer Nature

Published: 2020-03-10

Total Pages: 361

ISBN-13: 3030418162

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With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.


Virtual and Mixed Reality

Virtual and Mixed Reality

Author: Randall Shumaker

Publisher: Springer Science & Business Media

Published: 2009-07-15

Total Pages: 663

ISBN-13: 3642027717

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The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.


HoloLens Blueprints

HoloLens Blueprints

Author: Abhijit Jana

Publisher: Packt Publishing Ltd

Published: 2017-06-20

Total Pages: 327

ISBN-13: 1787281221

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Unveil the world of mixed reality with HoloLens About This Book Bring holographic insights to existing line-of-business applications, tools, and workflows Focus on developing end-to-end realistic holographic application. Build interactive model scripts and test them in Unity3D and holographic emulators Who This Book Is For This book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens. What You Will Learn Interact with holograms using different interaction models Develop your first holographic app Integrate holographic applications with cloud systems Visualize data feeds coming from the cloud through holograms Manage the application distribution of enterprise-enabled HoloLens Integrate HoloLens applications with services deployed on Azure Identify and create 3D Assets and Scenes Use HoloLens to explore the Internet of Things In Detail Do you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality). You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens. Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production. Style and approach The book is a project-based guide to help you to create some really astonishing mixed-reality applications. It will provide end-to-end solutions and enable you to build stunning applications for HoloLens.


Virtual Reality in Manual Order Picking

Virtual Reality in Manual Order Picking

Author: Jan-Karl Knigge

Publisher: Springer Nature

Published: 2021-08-30

Total Pages: 237

ISBN-13: 365834704X

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The introduction of consumer-level head-mounted devices (HMDs) has led to a major drop in the application costs of virtual reality (VR), making the technology available for a wide range of users. To understand if VR HMDs can be used for planning and training in the context of manual order picking, this thesis provides the results of a large-scale randomized controlled study in which order picking has been compared between a virtual and a real environment. The results imply that VR HMDs can indeed be used by manufacturers and warehouse operators in a rack planning process if the reduction of searching times or the perceived workload is in focus. Additionally, the findings enable the use of VR HMDs for scientific research on human-centred rack design. Finally, the thesis highlights the usability of VR HMDs for training manual order picking activities.