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P Aslan (1998)
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CHAP TE R 10 10.1 INTRODUCTION When one thinks of research fields related to life sciences, virtual reality (VR) may not be the first one that comes to mind, since it is usually related with the entertainment industry. However, the advent of low-cost specialized motion capture devices and powerful graphics rendering hardware have provided computers with advanced visualization capabilities, able to illustrate medical information with a multitude of techniques. Formally, VR can be thought of as a collection of capturing devices and interaction of hardware and software that caters for immersing and navigating a user within a synthetic virtual environment, possibly with novel, naturalistic means of interfacing, while also providing interaction capabilities with objects contained therein; in the case of augmented reality (AR), this notion can be extended with images, video footage, or models of real objects and environments [7, 9]. To fully immerse one into such a synthetic environment, usually takes more than a com- puter screen and a mouse; instead, users typically wear helmets and gloves, used to provide location-specific renderings of the virtual world in the form of a heads-up display (HUD), as well as provide tactile feedback in case the user interacts with a particular
Published: Jan 1, 2006
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