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Virtual reality is a perceptual experience, achieved using technology. Anyone wishing to develop virtual reality should understand the human perceptual processes with which the technology seeks to interact and control. The book presents state-of-the-art reviews of the current understanding of these human perceptual processes and the implications for virtual reality. It reports research which has tried to make the technology capable of delivering the required perceptual experience, comprising a basis for future virtual reality research, so as to achieve the optimum development of the field. It is intended to be of use to anyone who is involved with the creation of a virtual reality experience.
Originally published in 1981, this volume represents the edited proceedings of the third symposium on eye movements and behaviour sponsored by the US Army Human Engineering Laboratory. The conference, titled "The Last Whole Earth Eye Movement Conference" was held in Florida in February 1980. As the conference approached, seizure of the American hostages by the Iranian militants, the Russian invasion of Afghanistan, and the uncertain economic outlook around the world made it appear as though the title was a self-fulfilling prophecy. But the meeting proved highly successful and people throughout the world seemed to be adapting to the stresses of international tension, making the possibility of subsequent meetings more likely. The present volume is intended to serve as a complementary text to the earlier texts Eye Movements and Psychological Processes (Monty & Senders, 1976) and Eye Movements and the Higher Psychological Functions (Senders, Fisher & Monty, 1978), rather than a revision and update of them.
Advances in the quality and accessibility of computer graphics has provided new pictorial displays and the tools with which to control them. These new display technologies have focused interest on how to design the static and dynamic images they produce to ensure effective communication. This book, based on the conference on Spatial Displays and Spatial instruments held at the Asilomar Conference Centre in 1987, focuses on the geometry of this communication. It is intended to be a source book of theoretical analysis, experimental demonstrations and practical examples from a range of contributors interested in pictorial communication, from medical artists to astronauts. The book offers the theoretical background and practical guidance needed by designers of contemporary 2D and 3D graphical computer interfaces. Its major contribution lies in its outlining of the elements of human perception and motor control which underlie the geometric design of head-mounted graphics for virtual reality displays.
Advances in sensing, signal processing, and computer technology during the past half century have stimulated numerous attempts to design general-purpose ma chines that see. These attempts have met with at best modest success and more typically outright failure. The difficulties encountered in building working com puter vision systems based on state-of-the-art techniques came as a surprise. Perhaps the most frustrating aspect of the problem is that machine vision sys tems cannot deal with numerous visual tasks that humans perform rapidly and effortlessly. In reaction to this perceived discrepancy in performance, various researchers (notably Marr, 1982) suggested that the design of machine-vision systems should be based on principles drawn from the study of biological systems. This "neuro morphic" or "anthropomorphic" approach has proven fruitful: the use of pyramid (multiresolution) image representation methods in image compression is one ex ample of a successful application based on principles primarily derived from the study of biological vision systems. It is still the case, however, that the perfor of computer vision systems falls far short of that of the natural systems mance they are intended to mimic, suggesting that it is time to look even more closely at the remaining differences between artificial and biological vision systems.
The first book to provide an in-depth introduction to this topic and to offer instruction on how to set up and operate a system of this type. This book is divided in 3 parts, the first of which covers the relevant background information, including an introduction to the human visual system and key issues in visual perception and eye movement. The second part surveys eye tracking devices and gives a detailed introduction to the technical requirements for installing a system and developing an application program. The final part looks at potential application in areas such as human factors, collaborative systems, virtual reality, and marketing/advertising.
It has become a truism that the frozen optical diagram representation of vision is the worst possible picture of the way in which we visually interact with the environment. Even apart from our reaction to moving targets by pursuit movements, our visual behaviour can be said to be characterised by eye movements. We sample from our environment in a series of relatively brief fixations which move from one point to another in a series of extremely rapid jerks known as saccades. Many questions arising from this characteristic of vision are explored within this volume, including the question of how our visual world maintains its perceptual stability despite the drastic changes in input associated with these eye movements.