Virtual Reality and Automation References 277
A review ofongoing evolution of enabling technolo-
gies is available in Burdea and Coiffet’s book on VR
technologies [15.21]. The two main areas in this regard
are hardware and software technologies (e.g., [15.22]).
The hardware can be broken down into input and
output devices and computing hardware architectures.
Input devices consist of various trackers; mechanical,
electromagnetic, ultrasonic, optical, and hybrid inertial
trackers are covered. Tracking is used to navigate and
manipulate in a VR environment. There are many more
three-dimensional navigation devices that are available,
including hand and finger movement tracking. Output
devices address graphics displays, sound, and haptic
feedback. The graphics displays include head-mounted
displays, binocular-type hand-supported displays, floor-
supported displays, desktop displays, and large displays
based on large monitors and projectors supporting
multiple participants simultaneously. The haptics tac-
tile feedback covers tactile mouse, touch-based glove,
temperature-feedback glove, force-feedback joysticks,
and haptic robotic arms. Hardware architectures include
the two major rendering pipelines: graphics and hap-
tics. Personal computer (PC) graphics accelerator cards
such as those from nVidia are currently in vogue. Vari-
ous distributed VR architectures addressing issues such
as graphics and haptics pipelines synchronization, PC
clusters for tiled visual displays, and multiuser shared
virtual environments are equally important. Software
challenges include those in modeling and VR pro-
gramming. Modeling addresses geometric modeling,
kinematics modeling, physical modeling, and behav-
ior modeling. VR programming will continue to be
aided by evolution of more powerful toolkits. The en-
abling technologies outlined above can provide answers
to many of these challenges in virtual reality and au-
tomation.
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Part B 15