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From: wgthom@gandalf.rutgers.edu (Bill Thompson)
Newsgroups: sci.virtual-worlds
Subject: New BOOK on Virtual Reality Technology!
Date: 13 Apr 1995 14:30:58 -0400
Organization: Rutgers University
Lines: 69
Message-Id: <3mjql2$fcg@gandalf.rutgers.edu>
Summary: virtual reality book
Keywords: virtual reality book
Status: OR

Here is the review appeared in the IEEE EMB Magazine March 1995 issue


              Virtual Reality Technology

               G. Burdea and  P. Coiffet.

This book is devoted to virtual reality technology from the
hardware including 3-d trackers, sensory gloves, displays and 3-D
sound generators, to software development. Its content covers not only
the hardware  and software development, but applications including
the medical care, personal training, entertainment, buisness and
manufacturing. The most interesting approach taken by the authors was
to devote one of the chapter to force and tactile concepts, which
has not been widely elsewhere..

This text is a very well organized, written  description of 
virtual reality technology. It can be used for senior and
graduate engineering students as well as by researchers in the areas of 
medicine, the military, robotics and by the producers in 
entertainment, the arts, and by the instructors in education. The
definitions are very clear. The examples are very carefully chosen.
I strongly  recommend this book for everybody from the undergraduate
student to the surgeon at the hospital.
 
The first chapter gives the definition, and a summary of vritual
reality technology. The virtual reality tools including 3-D
position sensors, 3-D  magnetic probes, sensing gloves, stereo viewing
devices, 3-D sound generators were very well introduced in Chapter 2.
Chapter 3 discusses new and exciting research areas in the
virtual reality technology including the concept of ``Touch and Force
Feedback''.

Virtual reality computer architectures designed to fullfill the
requirement of high speed I/O and real-time simulations are
covered in Chapter 4. Chapter 5 introduces several modeling
methods including geometric, kinematic, physical and behavior modeling to
model the virtual reality environment.  Chapter 6 covers
virtual reality programming techniques such as world editing, event
scheduling and graphical programming.  Chapter 7 discusses 
ergonomics, physiological and psycological aspects of vritual reality.
It also covers the impact of virtual reality on our private and public
life. 

The applications of virtual reality to medicine, arts, entertainment,
business and the military are presented in Chapter 8. As a biomedical
engineering, I really enjoyed reading this chapter. Especially, the
section related to the medicine and rehabilition gives an excellent
review of the applications of virtual reality to surgery and
rehabilition.

Finally, in chapter 9, the authors describe some recent advances
in virtual reality technology including large volume tracking, new
displays, new haptic displays, neural interfaces, image gloves, voice
control, and portable computers to emphasize the current and future
development in this emerging technology.




Cheers,

Bill Thompson
wgthom@gandalf.rutgers.edu






