Subject Index
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863 Subject Index ‘Note: Page numbers followed by “f” indicate figures, “t” indicate tables and “b” indicate boxes.’ A Affordances, 112–114 A/D conversion. See Analog to Digital conversion in virtual reality, 114–117 (A/D conversion) false affordances, 116 AAAD. See Action at a distance (AAAD) reinforcing perceived affordances, 116–117 AAR. See After-action review (AAR) After-action review (AAR), 545f, 630, 630f, 634–635, 645, Absolute input, 198–200 761 Abstract haptic representations, 439 Affordances of VR, 114–117 Abstract synthesis, 495 Agency, 162, 164, 181 Abstraction triangle, 448 Agents, 552–553, 592–593, 614, 684–685 Accelerometers, 198–199, 218 AIFF. See Audio interchange file format (AIFF) Accommodation, 140–141, 273–275, 320, 570, 804 Airfoils, 13 Action at a distance (AAAD), 557–558 AIs. See Artificial intelligences (AIs) Activation mechanism, 554–556, 583 Aladdin’s Magic Carpet Ride VR experience, 185–186, 347, Active haptic displays, 516 347f, 470, 505, 625, 735, 770–771 Active input, 193–196 Alberti, Leon Battista, 28 Active surfaces, 808 Alice system for programming education, Adaptability, 122–123 758–759 Adaptive rectangular decomposition (ARD), 502 AlloSphere, 51–52, 51f, 280 Additive sound creation techniques, 499 Allstate Impaired Driver Simulator, 625, 629f Advanced Realtime Tracking (ART), 53–54, 213f Alpha delta fiber (Aδ fiber), 149 Advanced Robotics Research Lab (ARRL), 369 Alphanumeric value selection, 591–593 Advanced systems, 11–12 Ambient sounds, 436–437, 505 Advanced texture mapping techniques, 469–473 Ambiotherm device, 372, 373f Adventure (games), 12 Ambisonics, 354 Adverse effect, 351 Ambulatory platforms, 242–243 Aestheticism, 414 American Sign Language (ASL), 552–553 Affine transformations, 486–487 Amount/type of information, 196–198 864 | SUBJECT INDEX Amplification, 349–350 ARToolKit (ARTK), 48–49, 715–716 Amplifier, 349–350, 349f Ascension Technologies, 41–44, 44f, 46–47, 86–87 Anaglyphic 3D, 270f, 7f, 30, 49, 269–270, 271f ASL. See American Sign Language (ASL) Analog to Digital conversion (A/D conversion), 198, 202–203 Assembly line trainer, 591 Analog to Digital converter (A/D converter), 492 Associability with sense displays, 293, 351–352, 365–366 Angular measurement, 131–132 Asymmetric bimanual manipulations, 563 Animated texture maps, 473 Asynchronous communication, 643–645, 710 Annotation, 642, 644–648, 644f, 648f–649f, 744 Asynchronous time warping. See Time warping Anstey, Josephine, 84–85, 84f–85f, 609f Atari, 35, 35f, 39 Aperture selection technique, 584–585 Atmospheric effects, 139 Aperture-based manipulation, 597 Atmospheric extinction effects, 468–469 App launcher, 751 Audience, 9, 68–71, 69f–70f, 73, 75–76, 82, 84, 86–87, 91, Apparatus for Exhibiting Pictures (Robert Barker), 28 97–98, 100, 111, 141–142, 300–301, 316f, 402–403, Apple Computer, 37, 51–53, 93, 331–332, 338, 800–801. 410, 506, 554, 634, 636, 677–678, 765–769 See also ARKit SDK (Apple Computer); Siri (Apple Audio compression techniques, 806 Computer) Audio displays, 805–806 Application development software, 816–819 Audio input, 252–255 Application software predictions, 819–820 Audio interchange file format (AIFF), 510–511 Applications of VR, 88, 728–730. See also Index of Media Audio signals, 606 Experiences Audition, 119–121 Aquarium VR, 18, 301–305 cochlear nerve, 143–144 AR. See Augmented reality (AR) human physiology for, 142–144 ARCore SDK (Google), 340, 796–797 inner ear, 143 ARD. See Adaptive rectangular decomposition (ARD) limits of human hearing, 144 Argonne Remote Manipulator (ARM), 375, 375f, 377–378 middle ear, 143 Aristotelian physics, 704–705 outer ear, 142–143 ARkit SDK (Apple Computer), 340, 796–797 Augmented reality (AR), 18–26, 262, 431, 551, 691, 792, 805. ARM. See Argonne Remote Manipulator (ARM) See also Virtual reality (VR) Arm flapping, 196 display, 325f ARRL. See Advanced Robotics Research Lab (ARRL) increased use, 792–795 Ars Electronica, 46–47, 47f, 393f, 677–678 Augmented Reality Toolkit (ARTK). See ARToolKit (ARTK) ART. See Advanced Realtime Tracking (ART) Aural displays, 343–357 Art/entertainment, 747–748 amplification, 349–350 Artifacts, 76, 684 associability with sense displays, 351–352 Artificial intelligences (AIs), 640 aural presentation properties, 344–350 Artificial reality, 13, 20 cost, 352–353 Artificial Reality II, 20 encumbrance, 352 Artistic worlds, 748–749 environment requirements, 351 Artists role in VR, 91–92 interface with tracking methods, 351 865 | SUBJECT INDEX latency tolerance, 350 B localization, 346–348 Background sound. See Ambient sounds logistic qualities, 350–353 Baked lighting, 470 masking, 348–349 Baking, 469 noise pollution, 350 Balance. See Vestibulation number of display channels, 348 Bandwidth, 196–198 paradigms, 353–357 Batch-mode rendering, 480–481 combining aural display systems, Bauhaus-Universitat Weimar Virtual Reality and 355–356 Visualization Research Group, 271–272, 311, 431f, hand-based aural displays, 355 590f, 628, 692f head-based aural displays, 354–355 BDI Suture Trainer, 442, 597, 795 stationary aural displays, 353–354 Beam tracing, 498 portability, 352 Beam-scan tracking, 216–217 safety, 352 “Beeping” sound, 419 sound stage, 345–346 Behavioral responses, 172–174 throughput, 352 BIBS. See Body image and body schema (BIBS) user mobility, 350 Bidirectional reflectance distributions functions (BRDFs), Aural illusions, 144–145 468 Aural localization cues, 145–148 Billboarding, 471 Aural perception, 142–148 BIM systems. See Building Information Management human physiology for audition, systems (BIM systems) 142–144 Bimanual interface, 563–565 Aural representation in VR, 432–445 Binocular monoscopic displays, 270 features of sound, 432–433 Binocular stereoscopic display, 303 sound in VR experience, 434–438 Binoculars telepresence, 26 Authorship, 80 Biological sensor technologies, 233–234, 234f Auto-enhancement techniques, 817 Biometrics, 81 Auto-stereo displays, 267–268, 803 Bladder AutoCAD, 483 actuators, 369 Autostereoscopic image, 30 bladder-based pressure rendering, 518 Avatars, 14–15, 78–79, 79f, 177 Blazing Saddles, 437, 437f full body, 79f Blender, 687–688 range of motion, 429 Blinn, Jim, 248f, 467 Avzio tool, 756 Blueprint system, 814–815 Axes of translation, 200f, 561b–563b Bluetooth AxonVR, 808 communication game controllers, 333 Azimuth, 561b–563b input device, 207 Aδ fiber. See Alpha delta fiber Body image and body schema (BIBS), 177 (Aδ fiber) Body location illusions, 179 866 | SUBJECT INDEX Body motion, 129 California Institute for Telecommunications and Information Body ownership illusion (BOI), 178–181 Technology (CALIT2), 53. See also Qualcomm Body posture and gesture recognition, 249–252 Institute Body referential zones, 251, 569, 589, 590f, 617f, 760f Caloric nystagmus illusion, 157–158 Body tracking, 226 Camera, 213 Body-based displays, 260 camera-based sensors, 193 Body-grounded system, 380 camera-based tracking technology, 800 Boeing’s wire bundle construction application, 728–729 depth of field emulation, 469 BOI. See Body ownership illusion (BOI) tracking technologies, 810 BoilerMaker visualization, 608. See also BoilerMaker in Canonical “killer app”, 799 Index of Media Experiences Canonical axis, 560 Bolas, Mark, xvii-xviii, 41–42, 48–49, 472 Cardboard phone viewer (Google), 48–49, 56–57, 204, 208, “Book problem”, 168 275, 298–299, 331–334, 332f, 629, 789f, 790–791, BOOM ((Fakespace), 40–42, 288–289, 297, 317–319, 319f, 821 678f Carrier media, 61–62 Braille, 443 Carrier/modulator frequency ratio (C/M frequency ratio), BRDFs. See Bidirectional reflectance distributions functions 499 (BRDFs) Cartesian coordinate system, 486, 559–560 Bread crumbs, 607 Cartography, 402–403 Breaking the frame, 280–281, 281f, 301 Cartoon physics, 703–704, 704f Brightness, 139, 266 CastAR HMPD system, 55–56, 335 British ITC television network, 168 Caterpillar Inc. Brooks, Frederick P. Jr., xxi, 34, 388, 767, 769 Virtual Prototyping System, 567, 625. See also Brown University, 594–595 Caterpillar’s Virtual Prototyping System (VPS) in the Building Information Management systems (BIM systems), Index of Media Experiences 793, 820 VR work of, 246f, 434 Built-in object and travel constraints, 557 Cathode ray tubes (CRTs), 34, 263–264 Bump-mapping, 467 CAVE (CAVE Automatic Virtual Environment), 199, 293–294, Burton Box, 36 293f, 295f, 570 Button inputs, 202 application, 623 CAVE2 systems, 18, 54–55 C environment, 440 C fiber, 149 licensee Pyramid Systems, 47–48 C-reps, 413–414 style, 47–48, 96, 140–141, 263, 269, 337, 642–643 C/M frequency ratio. See Carrier/modulator frequency ratio system, 17–18, 41–42, 47f (C/M frequency ratio) Cave of Lascaux experience, 679–680 CAE Healthcare “LapVR” laproscopic simulator, 563–564, Cave paintings, 5, 5f–6f 597 CAVElib VR integration library, 94, 715–716 Café Wall Illusion, 134–135, 135f Celiac Plexus Block Simulator, 442, 597 867 | SUBJECT INDEX Celsius scale, 424 Collaborative interaction, 640–651 CFF frequency. See Critical flicker fusion frequency annotation, 645–648 (CFF frequency) communication among people, 641–643 Change blindness, 125–127, 126f floor control, 648–649 redirection, 127f, 667, 669–670 synchronous and asynchronous communication, 643–645 Channel capacity, 196 world congruity, 649–651 “Chaperone” system, 320–321, 321f Collada Digital Asset Exchange (DAE), 483 for HTC Vive, 694 Collision interaction, 709 Chemoreceptors, 121 Color field sequential displays, 265 CHI. See Human–computer interaction (HCI) Colors, 132, 264 Choreographed physics, 706–707 Columbia University, 736f, 748f Chorusing,