Preface |
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xv | |
About the editors |
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xvii | |
List of authors |
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xix | |
The French Association for Virtual Reality and Mixed Reality |
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xxi | |
Section I Introduction |
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1 Introduction to virtual reality |
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3 | (8) |
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1.1 Foundation of virtual reality |
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3 | (6) |
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3 | (2) |
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1.1.2 Definitions of virtual reality |
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5 | (7) |
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1.1.2.1 Origin and simplistic image of virtual reality |
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5 | (1) |
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1.1.2.2 Purpose of virtual reality |
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6 | (1) |
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1.1.2.3 Functional definition |
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7 | (1) |
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1.1.2.4 Technical definition |
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7 | (2) |
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9 | (1) |
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10 | (1) |
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2 Theoretical and pragmatic approach to virtual reality |
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11 | (38) |
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2.1 Human behaviour in a real environment |
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11 | (1) |
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2.2 Behavioural interfaces |
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12 | (4) |
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12 | (1) |
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2.2.2 Transparency of an interface |
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13 | (2) |
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2.2.3 Commercial interfaces and custom interfaces |
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15 | (1) |
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2.3 "Instrumental" approach for immersion and interaction |
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16 | (8) |
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2.3.1 Fundamental concepts of behavioural interfacing |
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16 | (3) |
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2.3.2 Behavioural interfaces, schema and metaphors |
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19 | (3) |
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2.3.2.1 Concept of schema |
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19 | (2) |
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2.3.2.2 Use of schemas, metaphors or sensorimotor substitutions |
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21 | (1) |
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2.3.3 Consistency and discrepancy of virtual environment |
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22 | (1) |
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2.3.4 Interface and multimodality |
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23 | (1) |
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2.4 Method of designing and assessing a virtual reality environment |
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24 | (10) |
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24 | (2) |
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2.4.2 Virtual behavioural primitives |
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26 | (1) |
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2.4.3 Behavioural Software Aids |
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27 | (2) |
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2.4.3.1 Sensorimotor Software Aids |
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27 | (1) |
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2.4.3.2 Cognitive Software Aids |
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28 | (1) |
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29 | (3) |
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2.4.5 Assessment approach |
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32 | (2) |
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2.5 Examples of designing and assessing a virtual reality environment |
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34 | (8) |
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2.5.1 Virtual shop for experimentation |
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34 | (5) |
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34 | (1) |
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2.5.1.2 Analysis of the problem based on our general diagram of VR |
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34 | (1) |
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2.5.1.3 Visual observation of products |
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35 | (2) |
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2.5.1.4 Natural handling of 3D products with 6DOF |
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37 | (1) |
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2.5.1.5 Navigation in the shop |
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37 | (2) |
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2.5.2 Training on railway infrastructure using virtual reality |
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39 | (12) |
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2.5.2.1 Analysis of the problem on the basis of our general VR diagram |
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39 | (1) |
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2.5.2.2 2D movement on railway tracks |
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40 | (1) |
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2.5.2.3 Orientation on tracks |
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41 | (1) |
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41 | (1) |
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2.5.2.5 Natural handling of objects in 3D with 3DOF |
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42 | (1) |
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2.6 Discussion on our approach for the subject's immersion and interaction |
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42 | (2) |
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2.7 Perspectives and conclusions |
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44 | (1) |
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44 | (5) |
Section II The Human Being In Virtual Environments |
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49 | (32) |
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49 | (2) |
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51 | (19) |
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3.2.1 The human visual system |
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52 | (5) |
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3.2.1.1 The entire visual system |
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52 | (1) |
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53 | (1) |
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3.2.1.3 Accommodation and convergence |
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53 | (1) |
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54 | (2) |
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3.2.1.5 The concept of spatial frequency |
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56 | (1) |
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3.2.2 Visual perception of depth |
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57 | (6) |
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3.2.2.1 Cognitive perception by monocular cues |
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57 | (3) |
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3.2.2.2 Convergence and retinal disparity |
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60 | (2) |
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3.2.2.3 Binocular vision and diplopia |
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62 | (1) |
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3.2.2.4 Neurophysiological mechanisms of the perception of depth |
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63 | (1) |
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3.2.3 Psychophysical characteristics of vision |
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63 | (7) |
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3.2.3.1 Light sensitivity |
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64 | (1) |
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3.2.3.2 Frequency sensitivities |
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64 | (1) |
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65 | (2) |
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67 | (1) |
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3.2.3.5 Maximum temporal frequency in vision |
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68 | (1) |
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3.2.3.6 Psychophysical characteristics of stereoscopic vision |
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68 | (2) |
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3.2.3.7 Colour discrimination |
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70 | (1) |
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3.2.3.8 Field dependence-independence |
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70 | (1) |
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3.3 Cutaneous sensitivity |
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70 | (6) |
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70 | (1) |
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3.3.2 Classification of biological sensors |
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71 | (5) |
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71 | (1) |
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71 | (2) |
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73 | (3) |
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76 | (3) |
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76 | (1) |
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3.4.2 Physics of gravity and accelerations |
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76 | (1) |
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3.4.3 Vestibular apparatus and kinaesthetic canals |
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76 | (3) |
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79 | (2) |
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4 Interaction between virtual reality and behavioural sciences |
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81 | (12) |
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81 | (1) |
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4.2 Contribution of virtual reality to behavioural sciences |
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82 | (4) |
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82 | (2) |
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84 | (2) |
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4.2.2.1 Training, learning and simulation |
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84 | (1) |
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4.2.2.2 Therapy and rehabilitation |
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85 | (1) |
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4.2.2.3 Visualization in scientific computing |
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85 | (1) |
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4.3 Contribution of behavioural sciences to virtual reality |
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86 | (3) |
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4.3.1 What are the correct parameters? |
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86 | (1) |
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87 | (1) |
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4.3.3 The concept of "real time" |
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88 | (1) |
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89 | (1) |
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90 | (3) |
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93 | (12) |
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93 | (1) |
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94 | (3) |
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94 | (1) |
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95 | (1) |
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5.2.3 Structural factors of immersion |
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95 | (2) |
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96 | (1) |
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96 | (1) |
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97 | (2) |
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5.3.1 Questionnaires and subjective measurements |
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97 | (1) |
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5.3.2 Physiological measurements |
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98 | (1) |
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5.3.3 Behavioural measurements |
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98 | (7) |
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98 | (1) |
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98 | (1) |
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5.3.3.3 Sensorimotor control |
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99 | (1) |
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99 | (1) |
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100 | (5) |
Section III Behavioural interfaces |
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105 | (18) |
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105 | (2) |
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105 | (1) |
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6.1.2 Location sensor and command interface |
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106 | (1) |
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107 | (2) |
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6.2.1 Mechanical trackers measuring distances |
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107 | (1) |
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6.2.2 Mechanical trackers determining an orientation, speed or acceleration |
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107 | (2) |
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108 | (1) |
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6.2.2.2 Gyroscopes and rate gyros |
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108 | (1) |
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109 | (1) |
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6.3 Electromagnetic trackers |
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109 | (4) |
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6.3.1 Electromagnetic trackers using alternating magnetic field |
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109 | (2) |
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6.3.2 Electromagnetic trackers using impulsive field |
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111 | (1) |
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6.3.3 Characteristics of electromagnetic trackers |
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112 | (1) |
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113 | (1) |
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113 | (7) |
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113 | (1) |
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114 | (1) |
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6.4.3 Classification of trackers |
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115 | (1) |
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6.4.4 Some recently launched systems |
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116 | (4) |
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120 | (1) |
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120 | (3) |
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7 Manual motor interfaces |
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123 | (14) |
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123 | (1) |
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7.1.1 Location sensor and dataglove |
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123 | (1) |
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7.1.2 Location sensor and command interface |
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123 | (1) |
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124 | (6) |
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124 | (2) |
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7.2.2 Detection of hand movements by cameras |
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126 | (1) |
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7.2.3 Resistance variation gloves |
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127 | (1) |
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128 | (1) |
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7.2.5 Special case: binary command glove |
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129 | (1) |
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129 | (1) |
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130 | (6) |
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131 | (1) |
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7.3.2 3D Mouse with force feedback |
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132 | (2) |
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7.3.3 Six degrees of freedom command interface for a large screen |
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134 | (1) |
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7.3.4 Non-manual command interfaces |
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135 | (1) |
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136 | (1) |
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8 Hardware devices of force feedback interfaces |
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137 | (42) |
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137 | (1) |
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8.2 Problems and classification of force feedback interfaces |
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137 | (3) |
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8.3 Design of the force feedback interfaces |
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140 | (14) |
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8.3.1 Performance criteria and specifications |
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140 | (6) |
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8.3.1.1 Concept of transparency |
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140 | (1) |
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8.3.1.2 Necessity of specifications |
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141 | (1) |
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8.3.1.3 Posture and type of grip |
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141 | (1) |
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8.3.1.4 Work space and position resolution |
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142 | (1) |
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8.3.1.5 Static capacity and force resolution |
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143 | (2) |
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8.3.1.6 Dynamics, stiffness, inertia and bandwidth |
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145 | (1) |
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145 | (1) |
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8.3.2 Modelling and dimensioning |
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146 | (5) |
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146 | (1) |
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8.3.2.2 Methods and tools |
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146 | (4) |
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150 | (1) |
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8.3.3 Technical constraints |
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151 | (3) |
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8.3.3.1 Mechanical architecture of the force feedback interface |
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151 | (1) |
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152 | (1) |
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153 | (1) |
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154 | (1) |
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154 | (1) |
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8.4 The different force feedback interfaces |
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154 | (18) |
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8.4.1 External reaction force feedback interfaces |
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154 | (11) |
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8.4.1.1 The fixed interfaces with serial structure |
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154 | (3) |
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8.4.1.2 The parallel structure fixed interfaces |
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157 | (6) |
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8.4.1.3 Fixed interfaces with tight ropes |
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163 | (2) |
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8.4.1.4 Fixed interfaces with magnetic levitation |
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165 | (1) |
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8.4.2 Internal reaction force feedback interfaces |
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165 | (18) |
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8.4.2.1 Generic portable interfaces |
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166 | (1) |
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8.4.2.2 Portable interfaces for hand |
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167 | (2) |
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8.4.2.3 Exoskeletons for the hand |
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169 | (1) |
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8.4.2.4 Exoskeletons for the arm |
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170 | (2) |
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172 | (1) |
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173 | (6) |
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9 Control of a force feedback interface |
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179 | (12) |
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179 | (2) |
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9.2 Intuitive description of the haptic coupling |
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181 | (2) |
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9.3 Modelling of the haptic command by a network formalism |
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183 | (5) |
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184 | (1) |
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185 | (1) |
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9.3.3 Application to the single degree of freedom problem |
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186 | (2) |
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188 | (1) |
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9.5 Annexe: Elements of network theory |
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188 | (2) |
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190 | (1) |
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10 Tactile feedback interfaces |
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191 | (20) |
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191 | (1) |
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10.2 Advantage of tactile feedback interfaces in virtual reality |
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192 | (1) |
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10.3 Designing basics for a tactile interface |
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193 | (1) |
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10.4 State of the art of the tactile interfaces |
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194 | (10) |
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10.4.1 Tactile stimulation technologies |
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195 | (1) |
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10.4.2 Classification of tactile interfaces according to the domain of application |
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196 | (16) |
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10.4.2.1 Tactile interfaces for teleoperation and telepresence |
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197 | (1) |
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10.4.2.2 Tactile interfaces dedicated to the studies of tactile perception |
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198 | (4) |
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10.4.2.3 Tactile interfaces for sensory substitution |
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202 | (1) |
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10.4.2.4 Tactile interfaces for the generation of a 3D surface |
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202 | (1) |
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10.4.2.5 Braille interfaces for the visually impaired |
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203 | (1) |
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10.5 State-of-the-art summary |
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204 | (1) |
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205 | (1) |
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206 | (5) |
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211 | (36) |
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11.1 Introduction to visual interfaces |
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211 | (1) |
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11.2 Visual interfaces with fixed support |
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212 | (22) |
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11.2.1 Monoscopic computer screens |
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212 | (1) |
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11.2.2 Display of stereoscopic images on a single plane |
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213 | (4) |
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11.2.2.1 Separation at the screen level |
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213 | (1) |
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11.2.2.2 Separation by eyeglasses |
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214 | (3) |
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11.2.3 Large screen projection systems |
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217 | (10) |
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11.2.3.1 Multiple projector architecture |
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217 | (1) |
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11.2.3.2 Distribution of rendering from multiple PCs |
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218 | (2) |
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220 | (2) |
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222 | (1) |
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11.2.3.5 Multi-user stereoscopy |
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223 | (1) |
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11.2.3.6 Different types of projectors |
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223 | (2) |
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11.2.3.7 Passive screens for video projection |
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225 | (1) |
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11.2.3.8 Stereoscopic flat screens |
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226 | (1) |
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11.2.3.9 Connected hardware motor interfaces |
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227 | (1) |
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11.2.4 Examples of large screen projection systems |
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227 | (7) |
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11.2.4.1 Visiodesks or immersive desks |
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227 | (2) |
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11.2.4.2 Human scale visual interfaces: visioroom (immersive room) and visiocube |
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229 | (5) |
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11.3 Portable visual interfaces |
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234 | (8) |
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11.3.1 Architecture of a head-mounted display |
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235 | (1) |
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11.3.2 Head-mounted displays with cathode tube screens |
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236 | (1) |
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11.3.3 Head-mounted displays with liquid crystal screens |
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237 | (1) |
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11.3.4 Optical model of a head-mounted display and related problems |
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237 | (3) |
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11.3.4.1 Problems in the visual quality of a head-mounted display |
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237 | (3) |
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240 | (1) |
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11.3.5.1 Video-eyeglasses with LCD screen |
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240 | (1) |
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11.3.6 Head-mounted display and semi-transparent device |
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240 | (2) |
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242 | (1) |
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242 | (1) |
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11.5.1 Restitution by volumetric images |
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242 | (1) |
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243 | (4) |
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12 Interaction techniques for virtual behavioural primitives |
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247 | (46) |
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247 | (2) |
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12.1.1 Reminder of our approach on virtual reality |
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247 | (1) |
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248 | (1) |
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12.2 Virtual behavioural primitives of observation |
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249 | (4) |
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249 | (1) |
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12.2.2 Visual observation |
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249 | (3) |
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12.2.3 Acoustic observation |
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252 | (1) |
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12.2.4 Tactile observation |
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253 | (1) |
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253 | (9) |
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253 | (1) |
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12.3.2 Theoretical foundations |
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254 | (2) |
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254 | (1) |
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12.3.2.2 Egocentric and exocentric strategies |
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255 | (1) |
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255 | (1) |
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12.3.3 Wayfinding in a virtual environment |
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256 | (6) |
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12.3.3.1 Characteristics of the virtual world |
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256 | (2) |
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12.3.3.2 Copying the real world |
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258 | (1) |
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12.3.3.3 Addition of software aids |
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259 | (3) |
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262 | (1) |
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262 | (9) |
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262 | (2) |
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12.4.2 Continuous control |
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264 | (5) |
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12.4.2.1 Movement of the person in the world |
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264 | (4) |
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12.4.2.2 Movement of the world in relation to the person |
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268 | (1) |
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12.4.2.3 Movement of the viewpoint |
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269 | (1) |
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269 | (1) |
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12.4.4 Programmed control |
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270 | (1) |
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270 | (1) |
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271 | (1) |
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12.5 Selection and manipulation |
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271 | (7) |
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271 | (1) |
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12.5.2 Interaction techniques |
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272 | (4) |
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276 | (2) |
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12.5.3.1 Virtual object positioning |
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277 | (1) |
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12.5.3.2 Rotation of a virtual object |
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278 | (1) |
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278 | (1) |
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12.6 Application control and text input |
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278 | (10) |
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12.6.1 Application control |
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278 | (7) |
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285 | (2) |
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285 | (2) |
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287 | (1) |
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288 | (5) |
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13 Stereoscopic restitution of vision |
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293 | (20) |
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13.1 Creation of stereoscopic images |
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293 | (14) |
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293 | (6) |
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13.1.2 Choice of stereoscopic parameters |
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299 | (1) |
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13.1.3 Creation of 3D images for teleoperation |
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300 | (3) |
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13.1.3.1 Stereoscopic visual telepresence |
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300 | (1) |
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13.1.3.2 Study of stereoscopic vision |
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300 | (2) |
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13.1.3.3 Deductions of constraints |
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302 | (1) |
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13.1.3.4 Limitation of stereoscopic vision |
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302 | (1) |
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13.1.4 Limitation of visual strain in stereoscopic vision |
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303 | (3) |
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13.1.4.1 Problem of visual strain |
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303 | (1) |
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13.1.4.2 Frequency filtering method |
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304 | (1) |
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13.1.4.3 Experimental results |
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305 | (1) |
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306 | (1) |
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13.1.5 Creation of images in orthoscopic vision for a design review |
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306 | (1) |
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13.2 Evaluation of stereoscopic techniques |
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307 | (1) |
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13.2.1 Advantages of stereoscopic vision |
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307 | (1) |
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13.2.2 Choice of parameters of stereoscopic vision |
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307 | (1) |
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308 | (1) |
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309 | (1) |
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13.4.1 3D Perception on a sheet |
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309 | (1) |
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309 | (4) |
Section IV Tools and models for virtual environments |
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14 Geometric models of virtual environments |
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313 | (26) |
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313 | (3) |
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314 | (2) |
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14.1.2 Properties of models |
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316 | (1) |
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316 | (5) |
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14.2.1 Spatial enumeration |
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317 | (2) |
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14.2.2 Constructive solid geometry |
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319 | (2) |
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321 | (5) |
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14.3.1 Using plane surfaces |
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322 | (1) |
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14.3.2 Using non-planar surfaces |
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322 | (1) |
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323 | (3) |
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14.4 Algorithmic geometry |
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326 | (8) |
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14.4.1 Transformation of a volume into surface |
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327 | (1) |
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14.4.2 Polygonal meshing of a scatter plot |
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328 | (3) |
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14.4.2.1 Methods of spatial subdivision |
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329 | (1) |
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14.4.2.2 Distance function methods |
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330 | (1) |
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14.4.2.3 Deformation methods |
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330 | (1) |
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14.4.2.4 Surface expansion methods |
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331 | (1) |
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14.4.3 Decimation of meshes |
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331 | (3) |
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14.4.3.1 Incremental algorithms |
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332 | (1) |
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332 | (2) |
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334 | (1) |
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14.5 Optimisation of models for virtual reality |
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334 | (4) |
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334 | (2) |
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334 | (1) |
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14.5.1.2 Advantages and disadvantages of textures |
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335 | (1) |
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336 | (3) |
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14.5.2.1 Transition command |
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336 | (1) |
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14.5.2.2 Generating the levels of detail |
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337 | (1) |
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338 | (1) |
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15 Models for visual rendering |
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339 | (28) |
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15.1 Rendering for virtual reality |
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339 | (2) |
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339 | (1) |
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15.1.2 Real-time rendering |
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339 | (1) |
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15.1.3 Quality and perception |
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340 | (1) |
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15.2 Lighting and shading models |
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341 | (15) |
|
15.2.1 Modelling the appearance |
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341 | (9) |
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15.2.1.1 Bidirectional reflectance distribution function |
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342 | (4) |
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15.2.1.2 Textures and bidirectional texture functions |
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346 | (4) |
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15.2.2 Modelling the lighting |
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350 | (6) |
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15.2.2.1 Global illumination and virtual reality |
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352 | (2) |
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15.2.2.2 Local illumination and virtual reality |
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354 | (2) |
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15.3 Rendering and perception |
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356 | (5) |
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15.3.1 Vision models and rendering calculations |
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356 | (3) |
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356 | (2) |
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15.3.1.2 Algorithms of perceptual rendering |
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358 | (1) |
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359 | (11) |
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359 | (2) |
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361 | (6) |
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16 Models for haptic rendering |
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367 | (16) |
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16.1 Haptic simulation/device coupling |
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367 | (3) |
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16.2 Calculation of haptic rendering |
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370 | (6) |
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16.2.1 Rendering by impedance patterns: calculation of forces |
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370 | (1) |
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16.2.2 Rendering by admittance patterns: calculations of constraints |
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371 | (1) |
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16.2.3 Models primitive to object models (PROXY) |
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372 | (3) |
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372 | (1) |
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373 | (1) |
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16.2.3.3 Benefits of virtual proxy |
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374 | (1) |
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16.2.4 Modelling the environment for haptic rendering |
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375 | (1) |
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16.3 Frequency adaptation |
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376 | (4) |
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16.3.1 Intermediate representations |
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377 | (3) |
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380 | (1) |
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|
380 | (1) |
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381 | (2) |
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|
383 | |
|
17.1 Detection of collision between primitives |
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383 | (11) |
|
17.1.1 Definition of collision |
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|
384 | (1) |
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17.1.2 Spatial detection between convex polyhedrons |
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384 | (3) |
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17.1.3 Spatial detection between any polyhedrons |
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387 | (3) |
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17.1.4 Temporal approaches |
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|
390 | (4) |
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17.1.4.1 Discrete temporal methods |
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|
390 | (1) |
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17.1.4.2 Continuous temporal detection |
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|
391 | (3) |
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17.1.5 Assessment of detection of collision between objects and open problems |
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|
394 | (1) |
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394 | (10) |
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|
394 | (1) |
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17.2.2 Proximity search (broad-phase) |
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395 | (3) |
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17.2.2.1 Strategies of detection by division of the space |
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|
395 | (1) |
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17.2.2.2 Strategies of detection by topology and kinematics |
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396 | (2) |
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17.2.3 Approximate detection (narrow-phase) |
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|
398 | (4) |
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17.2.3.1 Strategies of detection by bounding volumes |
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398 | (3) |
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17.2.3.2 Strategies using graphic hardware |
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|
401 | (1) |
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17.2.4 Continuous temporal acceleration |
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|
402 | (1) |
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17.2.5 Summary of acceleration |
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|
403 | (1) |
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17.3 Processing the collision |
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|
404 | (1) |
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|
405 | (1) |
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|
405 | |