LEADER 03129nam 2200517 a 450 001 9910438055703321 005 20200520144314.0 010 $a1-4419-8432-1 024 7 $a10.1007/978-1-4419-8432-6 035 $a(OCoLC)844194290 035 $a(MiFhGG)GVRL6UUI 035 $a(CKB)2560000000103126 035 $a(MiAaPQ)EBC1316951 035 $a(EXLCZ)992560000000103126 100 $a20130405d2013 uy 0 101 0 $aeng 135 $aurun|---uuuua 181 $ctxt 182 $cc 183 $acr 200 00$aHuman walking in virtual environments $eperception, technology, and applications /$fFrank Steinicke ... [et al.], editors 205 $a1st ed. 2013. 210 $aDordrecht [Germany] ;$aNew York $cSpringer$d2013 215 $a1 online resource (x, 402 pages) $cillustrations (some color) 225 0 $aGale eBooks 300 $aDescription based upon print version of record. 311 $a1-4939-0011-0 311 $a1-4419-8431-3 320 $aIncludes bibliographical references and index. 327 $apt. 1. Perception -- pt. 2. Technologies. 330 $aThis 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. 606 $aMotion$xComputer simulation 606 $aHuman locomotion 606 $aVirtual reality 615 0$aMotion$xComputer simulation. 615 0$aHuman locomotion. 615 0$aVirtual reality. 676 $a006.8 701 $aSteinicke$b Frank$0974049 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910438055703321 996 $aHuman walking in virtual environments$94184391 997 $aUNINA