Biomedical Engineering Reference
In-Depth Information
Fig. 7.9 Marines from 3rd Battalion, 1st Marines, confront avatars, or virtual humans, while clear-
ing a room at the Office of Naval Research Infantry Immersion Trainer. U.S. Navy photo by John
F. Williams from WikiMedia Commons
Table 7.1
Comparison of display technologies
Type
Viewing type
User own motion
Notes
Desktop
Through the
window/Low FOV
None (typically) or
very limited
( < 1m)
Usually no head
tracking, user
typically seated
Wall-sized
Through the
window/Medium
FOV
None through to
limited ( < 3m)
Commonly a single
person can be
tracked. For a group,
no tracking used
Surround-screen
displays
Partially-fully
surrounding/High
FOV
Limited ( < 3m) to
moderately large
(
Commonly a single
person can be
tracked. For a group,
no tracking used
10 m)
Head-mounted
displays
Fully surrounding/
low-high FOV
None through to
wide area
Single user only
Mobile augmented
reality
Fully surrounding/
FOV of virtual
world limits
None through to
wide area
Tracking quality and
thus registration vary
enormously
Hybrid situated
displays
Fully surrounding/
FOV not applicable
None through to
wide area
Tracking might be
localized to certain
areas of the display
 
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