Publisher:
The Office :: For sale by the Supt. of Docs., U.S. G.P.O.
Published:
1994
Language:
English
Alibris ID:
15056436696
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Seller's Description:
Good. viii, 51, [1] pages. Illustrations. Footnotes. References and Bibliography. Glossary of Acronyms. Front cover has wear, soiling, and a scuff. Virtual reality (VR) is the popular name for an absorbing, interactive, computer-mediated experience in which a person, or persons, perceives and interacts through sensors and effecters with a synthetic (i.e., simulated) environment, and with simulated objects in it, as if it were real. The experience is characterized by inattention to the artificiality of the experience. The experience is provided by sensory stimuli generated by special human-computer interface (HCI) systems in response to the user's movements or speech, which are detected by other interface systems and interpreted by computer. HCI systems have become the visible symbols of VR. The most distinctive system is the head-mounted display (HMD), which monitors the position and orientation of the wearer's head and displays a view (and might generate sounds) of an artificial world from that perspective. Another distinctive system is the glove-input device, which monitors the position and orientation of the wearer's hand and the flexure of each joint, so that the display can show the wearer's hand, and the computer can interpret hand gestures as commands or sense whether the wearer is attempting to push a button or flip a switch on a control panel that the wearer sees in a display. An advantage of these HCI devices is their versatility. In principle, a simulator equipped with an HMD and a glove-input device could serve, in successive sessions, as a fighter cockpit simulator, a ship's bridge simulator, and a tank turret simulator-if appropriate software and databases were available.