Human Walking in Virtual Environments Perception, Technology, and Applications

Human Walking in Virtual Environments: Perception, Technology, and Applications by Frank Steinicke, published by Springer New York on June 12, 2015, is a comprehensive examination of the advancements in understanding human walking within virtual settings. This 402-page book delves into the intricacies of human self-motion perception and the multisensory experiences associated with walking. It highlights the growing accessibility of Virtual Reality and movement simulation systems across various research fields and applications, emphasizing the importance of realistic locomotor interfaces.
Readers will find a thorough overview of current knowledge regarding human perception and performance in virtual environments, supported by scientific background and empirical findings related to biomechanics and physical interactions. The book discusses conceptual approaches to multimodal sensing and display systems, as well as interaction techniques for walking in both real and virtual spaces. Additionally, it explores emerging applications in diverse areas such as gait and posture rehabilitation, gaming, sports, and architectural design, making it a valuable resource for those interested in technology and engineering related to human locomotion.
Official synopsis Publisher
This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.
Publisher
Topics
FAQ
What is “Human Walking in Virtual Environments Perception, Technology, and Applications” about?
Who is the author of “Human Walking in Virtual Environments Perception, Technology, and Applications”?
When was “Human Walking in Virtual Environments Perception, Technology, and Applications” published?
What is the ISBN for “Human Walking in Virtual Environments Perception, Technology, and Applications”?
What are the book details (language, pages, edition)?
