Getting Rid of Cybersickness


Book Description

This 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.




Getting Rid of Cybersickness


Book Description

This 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.




Human Factors in Simulation and Training


Book Description

Human Factors in Simulation and Training: Theory and Methods covers theoretical concepts on human factors principles as they apply to the fields of simulation and training in the real world. This book discusses traditional and nontraditional aspects of simulation and training. Topics covered include simulation fidelity, transfer of training, limits of simulation and training, virtual reality in the training environment, simulation-based situation awareness training, automated performance measures, performance assessment in simulation, adaptive simulation-based training, and scoring simulations with artificial intelligence This book will be a valuable resource for professionals and graduate students in the fields of ergonomics, human factors, computer engineering, aerospace engineering and occupational health and safety.




Entertainment Computing – ICEC 2021


Book Description

This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.




Autonomous Vehicles and Virtual Reality


Book Description

This book concisely describes the technologies, human perception, and cognition issues relevant to autonomous vehicles. It also gives an insight in the changes bring about our future everyday lives. Autonomous vehicles are the future of the automobile industry. Automated driving (AD), also called self-driving, raises however several multiple questions, among them those of user safety and acceptation. Comprehensive HMI system design, with windshield display technics, will be necessary to deal with driving task delegations, bringing the use of VR or augmented reality (AR) technologies. In addition, the use of VR for all the vehicle interiors will progressively be proposed for entertainment, online business activities and for modified visual motion perception to alleviate car sickness, a form of motion sickness. Indeed, car sickness is already well known for many passengers, especially when reading or operating smartphones or other display devices. It is called to increase significantly with the introduction of autonomous vehicles where all users will be for long periods in various sitting positions. These two new trends, AD and VR, are already modifying our relationship with the world and the society. All together, they will change our way of life forever. The book will be of interest to professionals in the auto industry, researchers in automotive engineering and computer science and all those interested in the future of transport.




Aerospace Psychology and Human Factors


Book Description

Explore the critical importance of integrating the human element in aerospace Based on cutting-edge research Written by experts from academia and industry Explores the use of extended reality technologies In the face of evolving technological and societal challenges, this book delves into advanced techniques essential for integrating the human element in aerospace operations and development. Written by experts from academia and the aerospace industry, the volume explores powerful techniques for system safety engineering, innovative design approaches for cockpits, cabins, and space vehicles, and strategies for creating effective assistance systems and implementing artificial intelligence. Chapters present methods for studying typical hazards related to human operations in space, in the air, and on the ground. Additionally, the book explores the use of extended reality technologies (e.g., virtual, augmented, and mixed reality) to enhance operators' perceptions and explore uncharted territories in the universe. Proposals are also made for advancing industry standards and effectively integrating human and organizational factors within the aviation industry. This is an invaluable resource for practitioners, researchers and students interested in aerospace, as well as professionals from other safety critical domains (e.g., medicine, automotive, rail).




Smart VR/AR/MR Systems for Professionals


Book Description

Smart VR/AR/MR Systems for Professionals is a comprehensive guide that explores the ground-breaking applications of virtual reality (VR), augmented reality (AR), and mixed reality (MR) in various industries. This book aims to equip practicing professionals with the knowledge and insights they need to harness the full potential of these immersive technologies in their respective fields. Through this book, the authors aim to explore the experimental breakthroughs and cutting-edge methodologies that have emerged in the realm of VR/AR/MR. The book delves deeper into the profound impact these technologies have had on the design process, computer-aided design, healthcare product development, manufacturing, human-robot collaboration, medical imaging, rehabilitation, and even phobia therapy. In each chapter of this book, we delve into specific topics, uncovering the principles, methodologies, and best practices that professionals can adopt. Examples of these topics range from empowering design processes with virtual reality to revolutionizing computer-aided design, and from exploring AR/VR/MR technologies in healthcare to transforming manufacturing with digital twins and metrology in VR. The book aims to provide practitioners with valuable insights, real-world examples, and practical guidance to navigate the ever-evolving landscape of VR/AR/MR systems.




Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030


Book Description

This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.




New Digital Work


Book Description

This open access book will give insights into global issues of work and work systems design from a wide range of perspectives. Topics like the impact of AI in the workplace as well as design for digital sovereignty at the workplace or foresight processes for digital work are covered. Practical cases, empirical results and theoretical considerations are not only taken from Germany and Europe, but also from Southeast Asia, South Africa, Middle America, and Australia. The book intends to expand the so far national view on the aspects of digital work (e.g. like in Ernst Hartmann’s immensely successful work “Zukunft der Arbeit in Industrie 4.0”) into an international context – thus showing not only common challenges, but also offering suggestions, best practice examples or thoughts from different global regions.




Advances in Human Factors in Training, Education, and Learning Sciences


Book Description

Advances in Human Factors in Training, Education, and Learning Sciences Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA