Smart VR/AR/MR Systems for Professionals
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
CRC Press
[2024]
|
Edición: | First edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009825842306719 |
Tabla de Contenidos:
- Cover
- Half Title
- Title Page
- Copyright Page
- Table of Contents
- Editor biographies
- List of contributors
- Preface
- Acknowledgments
- Part 1: Revolutionizing design with immersive technologies
- Chapter 1: Embracing virtual reality: Empowering professionals in the design process
- 1.1 Introduction
- 1.1.1 Aim and contribution
- 1.2 Design processes
- 1.3 Using VR in the design process
- 1.3.1 Discover
- 1.3.2 Define
- 1.3.3 Develop
- 1.3.4 Deliver
- 1.4 The impact of VR on the design process
- 1.4.1 The impact of VR on professionals and other stakeholders
- 1.4.2 The impact of VR on users
- 1.4.3 The impact of VR on technology
- 1.4.4 The impact of VR on design
- 1.5 Limitations of VR
- 1.6 Guidelines for using VR during the design process for professionals
- 1.6.1 Consider the actual benefit of the usage of VR
- 1.6.2 Choose appropriate immersive displays
- 1.6.3 Prioritize interactivity over representation
- 1.6.4 Choose appropriate interaction techniques
- 1.6.5 Avoid the exposure of technical limitations of VR
- 1.6.6 Minimize cybersickness
- 1.7 Conclusion
- Notes
- References
- Chapter 2: Revolutionizing computer-aided design with virtual reality
- 2.1 Introduction
- 2.1.1 Augmented Reality (AR) and Mixed Reality (MR)
- 2.1.2 Virtual reality used for computer-aided design
- 2.1.3 CAD software compatible with VR
- 2.2 Applications of VR in 3DExperience CAD software
- 2.2.1 Case study - VR used with 3DExperience
- 2.2.2 Oculus Rift console
- 2.2.3 HTC Vive Eye Pro console
- 2.2.4 Interaction methods virtual reality-CAD
- 2.3 Results and discussions
- 2.3.1 Visualisation of parts, assemblies, and processes - virtual engineering control
- 2.3.2 Manipulating 3D objects - collaborative working
- 2.3.3 Training in the virtual environment
- 2.3.4 Studying the ergonomics of a 3D object.
- 2.3.5 Creating 3D models/sketches using VR
- 2.3.6 Continuous development and optimisation
- 2.4 Conclusions
- Acknowledgements
- Bibliography
- Chapter 3: Innovations in healthcare product development: Exploring AR/VR/MR technologies
- 3.1 Introduction
- 3.2 Medical and healthcare education
- 3.2.1 Human anatomy using AR
- 3.2.2 Human anatomy using MR
- 3.2.3 Human anatomy using VR
- 3.3 Diagnostics
- 3.4 Surgery
- 3.4.1 Examining complex dynamics using AR
- 3.4.2 VR in surgery
- 3.4.3 Broadcasting and recording VR surgery
- 3.5 Dentistry
- 3.6 AR-based technologies to improve physical rehabilitation
- 3.7 Discussion (Challenges and future of AR in healthcare)
- References
- Part 2: Enhancing manufacturing with virtual, augmented, and mixed reality
- Chapter 4: Transforming manufacturing with digital twins and metrology in VR
- 4.1 Introduction
- 4.1.1 Background and driving forces
- 4.2 Ontological modeling of geometry
- 4.2.1 Geometrical features and parameters
- 4.2.2 EO and CAD geometry
- 4.3 Measuring path modeling
- 4.3.1 Mathematical modeling of initial measuring path
- 4.3.2 Collision avoidance principle
- 4.3.3 PW setup and probe configuration
- 4.3.4 Initial measuring path
- 4.3.5 Optimal measuring path
- 4.4 Simulation models
- 4.4.1 PTC Creo
- 4.4.2 PC-DMIS
- 4.5 Digital measuring twin
- 4.6 Conclusions
- Acknowledgements
- References
- Chapter 5: Enhancing human-robot collaboration: Augmented reality interfaces for smarter path planning
- 5.1 Introduction
- 5.2 Research method
- 5.2.1 Human-robot interaction
- 5.2.2 Path planning
- 5.2.3 Augmented reality for human-robot collaboration
- 5.3 Implementations and results
- 5.3.1 Augmented reality interfaces for path planning
- 5.3.2 System architecture
- 5.3.3 Interfaces for handheld devices
- 5.3.4 Interfaces for head-mounted devices.
- 5.4 Assessing the usability of AR interfaces for path planning
- 5.4.1 Usability evaluation
- 5.5 Conclusions
- References
- Part 3: Crafting the future: System design and applications
- Chapter 6: Unveiling the future of medical imaging: Scan to VR pipeline for visualization
- 6.1 Introduction
- 6.2 Case study
- 6.3 Methodology
- 6.4 Results
- 6.5 Discussion
- 6.6 Summary and conclusion
- Acknowledgements
- References
- Chapter 7: Accelerating rehabilitation through AR/VR solutions
- 7.1 Introduction
- 7.1.1 Brief explanation of the state of the art of VR/AR systems
- 7.2 Search strategy
- 7.3 Existing AR/VR technologies for physical rehabilitation
- 7.4 AR/VR technology as healthcare treatment options
- 7.4.1 Upper limb
- 7.4.2 Lower limb
- 7.4.3 Parkinson's Disease
- 7.4.4 Stroke
- 7.4.5 Sclerosis
- 7.4.6 Pain management
- 7.5 State of art review (top 5 articles)
- 7.6 Design and development approaches for Physical Rehabilitation
- 7.6.1 Traditional research and development of AR/VR devices
- 7.6.1.1 Patient side
- 7.6.1.2 Physician/physiotherapist
- 7.6.1.3 Software
- 7.6.1.4 Limitations of AR/VR usability
- 7.6.2 FDA regulations for AR/VR product development
- 7.7 Discussion
- 7.7.1 Application and benefits
- 7.7.1.1 Mental health and concerned disorders
- 7.7.1.2 Surgical limitations and pediatric diagnosis
- 7.7.2 Emerging risks
- 7.7.3 Design standard requirements
- 7.7.4 Future research directions
- 7.8 Conclusion
- Acknowledgements
- References
- Chapter 8: Overcoming phobias: Harnessing the power of immersive virtual reality therapy
- 8.1 Introduction
- 8.1.1 Background and driving forces
- 8.2 Various types of phobias
- 8.3 Available treatments for phobias
- 8.4 Virtual reality in the treatment of phobias
- 8.5 Virtual reality systems.
- 8.6 Applications of the Immersive 3D Visualization Lab
- 8.7 Practical aspects of phobia treatment with the use of virtual reality
- 8.8 Conclusions
- Acknowledgements
- References.