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Human walking in virtual environments: perception, technology, and applications

This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of virtual reality a...

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Detalles Bibliográficos
Autores principales: Steinicke, Frank, Visell, Yon, Campos, Jennifer, Lécuyer, Anatole
Lenguaje:eng
Publicado: Springer 2013
Materias:
Acceso en línea:https://dx.doi.org/10.1007/978-1-4419-8432-6
http://cds.cern.ch/record/1555599
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author Steinicke, Frank
Visell, Yon
Campos, Jennifer
Lécuyer, Anatole
author_facet Steinicke, Frank
Visell, Yon
Campos, Jennifer
Lécuyer, Anatole
author_sort Steinicke, Frank
collection CERN
description This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of virtual reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.
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institution Organización Europea para la Investigación Nuclear
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spelling cern-15555992021-04-21T22:37:19Zdoi:10.1007/978-1-4419-8432-6http://cds.cern.ch/record/1555599engSteinicke, FrankVisell, YonCampos, JenniferLécuyer, AnatoleHuman walking in virtual environments: perception, technology, and applicationsEngineeringThis book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of virtual reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.Springeroai:cds.cern.ch:15555992013
spellingShingle Engineering
Steinicke, Frank
Visell, Yon
Campos, Jennifer
Lécuyer, Anatole
Human walking in virtual environments: perception, technology, and applications
title Human walking in virtual environments: perception, technology, and applications
title_full Human walking in virtual environments: perception, technology, and applications
title_fullStr Human walking in virtual environments: perception, technology, and applications
title_full_unstemmed Human walking in virtual environments: perception, technology, and applications
title_short Human walking in virtual environments: perception, technology, and applications
title_sort human walking in virtual environments: perception, technology, and applications
topic Engineering
url https://dx.doi.org/10.1007/978-1-4419-8432-6
http://cds.cern.ch/record/1555599
work_keys_str_mv AT steinickefrank humanwalkinginvirtualenvironmentsperceptiontechnologyandapplications
AT visellyon humanwalkinginvirtualenvironmentsperceptiontechnologyandapplications
AT camposjennifer humanwalkinginvirtualenvironmentsperceptiontechnologyandapplications
AT lecuyeranatole humanwalkinginvirtualenvironmentsperceptiontechnologyandapplications