Virtual Reality Technology

Assembly Automation

ISSN: 0144-5154

Article publication date: 1 March 2004

596

Keywords

Citation

Rigelsford, J. (2004), "Virtual Reality Technology", Assembly Automation, Vol. 24 No. 1. https://doi.org/10.1108/aa.2004.03324aae.004

Publisher

:

Emerald Group Publishing Limited

Copyright © 2004, Emerald Group Publishing Limited


Virtual Reality Technology

Virtual Reality Technology

Keywords: VR

Grigore Burdea and Philippe Coiffet(Review by Professor Darwin Caldwell)Wiley-Interscience, A John Wiley & Sons, Inc.Publication2003444 pp.ISBN 0471360899£75 (hardcover includes CD ROM)

The first edition of “Virtual Reality Technology” by Grigore Burdea and Philippe Coiffet published in 1994 quickly established itself in a twin role as a basic VR teaching text, and an essential laboratory reference manual. Given the high rate of change in this field, this second edition is well overdue, but it has to be said that it has been worth the wait.

The book has the potential to attract an audience from a wide range of backgrounds including: students (and instructors), non-VR professionals, and VR professionals who wish to keep abreast of the state-of-the-art outside their core domain. There is no doubt that there is something for everyone in this book, but the text (and its associated support materials) are particularly geared to the needs of the student and the instructor. This is almost certainly a reflection of the development of the book from course materials taught at Rutgers University, and I have to say that in this teaching role the book, the CD and the Web site provide almost unparalleled support. Each chapter includes comprehensive details of the relevant technology and concludes with sample questions. This is then supported by a well- organised Web site with course material, exam questions, samples and quizzes. To use this site, instructor registration is required with access in less than 24h. The registration process is not fully user-friendly for non-US and non- academic users, but this small misgiving aside this is an excellent method of obtaining first rate lecturing material that can be used exactly as it stands or adapted to purpose. And still there is more! – in the form of a CD-ROM, which contains video clips to augment the text and a laboratory manual with programming assignments. Most of the video material is excellent and very instructive although some is little more than a commercial promotional video with uncritical appraisal. Nevertheless this whole concept is to be applauded. One minor point with the movies is the range of formats used (Avi, QuickTime, Real Media, and Mpeg) which does not suit all computers and their loaded software. The manual provided within the CD-ROM uses VRML and Java 3D languages, and also includes drivers and hardware manuals for several wellknown devices all of which improves the educational content of the book.

Turning to consider the book, its content and layout in some detail, we see that early in the book the authors identify what they consider to be the key aspects of a “VR system architecture”. At the start of each chapter they then highlight the position of the chapter material within this architecture. This simple mechanism clearly shows where each aspect of the technology is located in the bigger picture. This is a very useful tool for a less experienced reader.

The introductory chapter deals primarily with a history of VR, showing some of the earliest systems, but also speculating on growth trends and the potential of the technology for the future. This is an interesting, but generally lightweight chapter and perhaps the only area with which I was a little disappointed.

Chapters 2-4 consider the system hardware, with chapters 2 and 3 concentrating on input and output hardware and chapter 4 focusing on the computer platforms. I found this very logically written and presented, providing an excellent overview, and in most instances good detail of the hardware and its operation. Given the number of devices highlighted it could be argued that there is insufficient detail and while this may be true for the expert reader I feel that it is well rounded to suit the student reader. At the same time the extensive (although by no means comprehensive) list of references available at the end of each chapter should satisfy many of the demands of the expert. In chapter 4, dealing with the platforms, I was pleased to see that considerable effort has focused on the PC-based systems which are becoming increasingly powerful and acceptable both to the public and commercial/professional user. Although the technology at this end of the market changes so quickly and most of the systems described in chapter 4 have now been superseded the inclusion of this information is very valuable.

The modelling described in chapter 5 is one of those aspects where it is difficult to achieve the “right” balance in a text designed for readers at different experience levels. In this chapter the authors explain the difference between, the use of, and advantages with, different modelling techniques including polygon-based and NURBS-based models and the principles of physical modelling, behavioural modelling, and database management. There is no doubt that the content of this chapter will stretch those coming into the area with limited mathematical knowledge while perhaps falling short for those with specialist modelling requirements. Nonetheless, I believe that the blend achieved is good and will suit a wide (the widest) range of audience.

The sixth chapter considers programming and while not a programmers manual per se offers excellent explanations of some of the key limitations, advantages and quirks of some of the better known programming languages. Having studied this the reader is left in the position where they now possess the basic knowledge to consider some serious VR programming and this is no mean achievement given all the other content of the book.

A user's perspective on the technology is presented in chapter 7 looking at the human factors. Unlike many texts which deal only with visual interaction quality, this book covers a wide range of effects including the nature of the input interface and the multiple interactions with objects and other humans in the scenario. This chapter explains not only the value of human factors studies, but actually gives a fairly complete explanation of how they are conducted, comparing several study modes. The chapter concludes with a discussion of health and safety issues including the causes and prevention of simulation sickness.

The final two chapters focus on the applications. Given the number of applications that are or have been developed and the natural bias of any reader, getting the right blend will never be easy or perhaps even possible. Nonetheless, the authors have tried and largely succeeded in identifying the key generic areas where VR is having or is likely to have an impact. It would be all too easy to nit pick over the exact choice which will never be to everyone's liking, but there is a good blend of current medical, entertainment and military uses followed by a brief exploration of emerging application trends.

Instructors in need of a textbook, students looking for a guide to the field of VR, persons interested in knowing something about the current state of virtual reality, and practitioners, researchers, and businesses involved in VR, will all find this as a must-have book.

Jon Rigelsford

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