To purchase hard copies of this book, please email:
orders@intechopen.com
Share this page
This book is indexed in
Computer and Information Science » Human-Computer Interaction
Virtual Reality
Edited by Jae-Jin Kim, ISBN 978-953-307-518-1, Hard cover, 684 pages, Publisher: InTech, Chapters published January 08, 2011 under CC BY-NC-SA 3.0 license
DOI: 10.5772/553
Technological advancement in graphics and other human motion tracking hardware has promoted pushing "virtual reality" closer to "reality" and thus usage of virtual reality has been extended to various fields. The most typical fields for the application of virtual reality are medicine and engineering. The reviews in this book describe the latest virtual reality-related knowledge in these two fields such as: advanced human-computer interaction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgical treatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educational and industrial uses In addition, the considerations for virtual worlds in human society are discussed. This book will serve as a state-of-the-art resource for researchers who are interested in developing a beneficial technology for human society.
- Chapter 1
Brain-Computer Interface Systems Used for Virtual Reality Control - Chapter 2
Hapto-Acoustic Interaction Metaphors in 3D Virtual Environments for Non-Visual Settings - Chapter 3
Collaborative 3D Interaction in Virtual Environments: a Workflow-based Approach - Chapter 4
Virtual Reality to Simulate Visual Tasks for Robotic Systems - Chapter 5
Development of a Finger Pad Force Display for a Hand Haptic Interface - Chapter 6
Face-Touch: An Emotional Facial Expression Technique of Avatar Based on Tactile Vibration in Virtual Reality Game - Chapter 7
VR Development with InTml - Chapter 8
Compelling Self-Motion Through Virtual Environments Without Actual Self-Motion – Using Self-Motion Illusions ('Vection') to Improve VR User Experience - Chapter 9
Neck Motion Analysis Using a Virtual Environment - Chapter 10
Handedness and Dexterity Evaluation System Using Haptic Virtual Reality Technology - Chapter 11
An Exploratory Study on the Relationship between Orientation Map Reading and Way-finding in Unfamiliar Environments - Chapter 12
Virtuality Supports Reality for e-Health Applications - Chapter 13
Simulation of Subject Specific Bone Remodeling and Virtual Reality Visualization - Chapter 14
Application of Advanced Virtual Reality and 3D Computer Assisted Technologies in Computer Assisted Surgery and Tele-3D-Computer Assisted Surgery in Rhinology - Chapter 15
Development of a Medical Training System with Integration of Users' Assessment - Chapter 16
Virtual Reality Simulators for Objective Evaluation on Laparoscopic Surgery: Current Trends and Benefits. - Chapter 17
Research in Neuroscience and Virtual Reality - Chapter 18
Exploring the Potential of Virtual Reality for the Elderly and People with Disabilities - Chapter 19
Common Issues of Virtual Reality in Neuro-Rehabilitation - Chapter 20
Application of Virtual Reality in Neuro-Rehabilitation: An Overview - Chapter 21
Virtual Reality in Evidence-Based Psychotherapy - Chapter 22
Application of 'Virtual Realities' in Psychotherapy: Possibilities, Limitations and Effectiveness - Chapter 23
Virtual Reality-Based Assessment of Social Skills and Its Application to Mental illnesses - Chapter 24
Emotions and the Emotional Valence Afforded by the Virtual Environment - Chapter 25
Serious Games for Serious problems: from Ludicus to Therapeuticus - Chapter 26
Integrating Low-Cost Virtual Reality into Engineering Design Curricula - Chapter 27
Virtual Reality and Computational Design - Chapter 28
Didactic Models in Civil Engineering Education: Virtual Simulation of Construction Works - Chapter 29
Application of Augmented Reality to Evaluate Invisible Height for Landscape Preservation - Chapter 30
Virtual Reality Simulation System for Underground Mining Project - Chapter 31
The Otherness of Cyberspace, Virtual Reality, and Hypertext - Chapter 32
Actual Policing in Virtual Reality - A Cause of Moral Panic or a Justified Need?
