000 | 03236nam a22006015i 4500 | ||
---|---|---|---|
001 | 978-3-030-59342-1 | ||
003 | DE-He213 | ||
005 | 20240423125335.0 | ||
007 | cr nn 008mamaa | ||
008 | 201019s2020 sz | s |||| 0|eng d | ||
020 |
_a9783030593421 _9978-3-030-59342-1 |
||
024 | 7 |
_a10.1007/978-3-030-59342-1 _2doi |
|
050 | 4 | _aT385 | |
072 | 7 |
_aUML _2bicssc |
|
072 | 7 |
_aCOM012000 _2bisacsh |
|
072 | 7 |
_aUML _2thema |
|
082 | 0 | 4 |
_a006.6 _223 |
100 | 1 |
_aKemeny, Andras. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
|
245 | 1 | 0 |
_aGetting Rid of Cybersickness _h[electronic resource] : _bIn Virtual Reality, Augmented Reality, and Simulators / _cby Andras Kemeny, Jean-Rémy Chardonnet, Florent Colombet. |
250 | _a1st ed. 2020. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2020. |
|
300 |
_aXII, 148 p. 45 illus., 39 illus. in color. _bonline resource. |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
347 |
_atext file _bPDF _2rda |
||
505 | 0 | _aIntroduction -- Self-Motion Perception and Cyersickness -- Visualization and Motion Systems -- Reducing Cybersickness -- Applications -- Conclusion. | |
520 | _aThis book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators. | ||
650 | 0 | _aComputer graphics. | |
650 | 0 | _aVirtual reality. | |
650 | 0 | _aAugmented reality. | |
650 | 0 | _aNeurology . | |
650 | 0 | _aCooperating objects (Computer systems). | |
650 | 0 | _aBiomedical engineering. | |
650 | 1 | 4 | _aComputer Graphics. |
650 | 2 | 4 | _aVirtual and Augmented Reality. |
650 | 2 | 4 | _aNeurology. |
650 | 2 | 4 | _aCyber-Physical Systems. |
650 | 2 | 4 | _aBiomedical Engineering and Bioengineering. |
700 | 1 |
_aChardonnet, Jean-Rémy. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
|
700 | 1 |
_aColombet, Florent. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783030593414 |
776 | 0 | 8 |
_iPrinted edition: _z9783030593438 |
776 | 0 | 8 |
_iPrinted edition: _z9783030593445 |
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-030-59342-1 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
942 | _cSPRINGER | ||
999 |
_c176880 _d176880 |