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Armin Grasnick - Basics of Virtual Reality: From the Discovery of Perspective to VR Glasses

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Armin Grasnick Basics of Virtual Reality: From the Discovery of Perspective to VR Glasses
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Basics of Virtual Reality: From the Discovery of Perspective to VR Glasses: summary, description and annotation

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Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives.

A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function of virtual reality.

This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future.

This book is a translation of the original German 1st edition Grundlagen der virtuellen Realitt by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.

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Book cover of Basics of Virtual Reality Armin Grasnick Basics of Virtual - photo 1
Book cover of Basics of Virtual Reality
Armin Grasnick
Basics of Virtual Reality
From the Discovery of Perspective to VR Glasses
Logo of the publisher Armin Grasnick Moos-Bankholzen Baden-Wrttemberg - photo 2
Logo of the publisher
Armin Grasnick
Moos-Bankholzen, Baden-Wrttemberg, Germany
ISBN 978-3-662-64200-9 e-ISBN 978-3-662-64201-6
https://doi.org/10.1007/978-3-662-64201-6

This book is a translation of the original German edition Grundlagen der virtuellen Realitt by Grasnick, Armin, published by Springer-Verlag GmbH, DE in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.

Springer-Verlag GmbH Germany, part of Springer Nature 2021
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Springer imprint is published by the registered company Springer-Verlag GmbH, DE part of Springer Nature.

The registered company address is: Heidelberger Platz 3, 14197 Berlin, Germany

Dedicated to my beloved wife Annett, without whom this book would have had no beginning and no end

Preface

Perspectives from the point of view of giants

It seems to be a basic need of modern marketing to label any further development with the label of innovation. Innovation is constantly equated with invention as a matter of course. Yet this term is used in its original meaning (in the sense of the economist Schumpeter) in a much more general way (from [1], p. 91)

Technological change in the production of commodities already in use, the opening up of new markets or of new sources of supply, Taylorization of work, improved handling of material, the setting up of new business organizations such as department storesin short, any doing things differently in the realm of economic lifeall these are instances of what we shall refer to by the term of Innovation.

Since innovation does not necessarily mean invention, is definitely in vogue. A basic disruptive attitude can be found, for example, in Facebooks mantra Move fast and break things [7], and in 2015, the Frankfurter Allgemeine considered disruption to be the word of the year among Germanys business people [8].

The example of innovation illustrates one thing quite well. Even though modern products like to be labelled world firsts, revolutions or disruptions, the previous development history remains. In truth, even the most modern technologies have historical antecedents and have rarely appeared completely out of the blue. Sometimes a new technology is merely a contemporary adaptation of an earlier technology that produces better or faster results with the means and processes available today. Every smartphone camera is still based on the idea of the camera obscura, whose basic mode of operation has been state of the art for more than two millennia.

When I started working on this book, I had initially planned to concentrate primarily on the technical description of the imaging representation. However, the more intensively I dealt with the fundamentals of virtual reality during my research, the more important it seemed to me that I should place it in the context of the history of technology.

An image must be seen and for this you need the visual system. Eyes and vision, like man, did not develop suddenly, but are the result of many millions of years of evolution. The technology for generating images as realistically as possible also has an evolutionary history that spans several millennia. It is not a new observation that the constant increase in knowledge is always based on the previous knowledge of earlier generations.

John of Salisbury, in his 1159 work Metalogicon [9], already quotes the philosopher Bernard of Chartres with the remarkable sentence.

We are like dwarfs sitting on the shoulders of giants, so that we can see more and farther than theynot, however, by virtue of our own visual acuity or height, but because we are lifted up and elevated to the heights by giant-like size.

Newton picked up this image half a century later, writing in a letter to Hooke in 1675 If I have seen further it is by standing on ye shoulders of Giants. And so it is in the field of virtual reality. You cant help but get a little acquainted with the former ideas, and after researching them, you think youve gotten to know the people behind them a bit. On my virtual journey through time and reading about a thousand publications, I came across more than five hundred personalities who had revealed a part of their lives to me through their books and inventions.

It seems appropriate to introduce these people to you one by one. Since I assume that sometimes you would like to know a little more than the name, I have taken the liberty of adding an index of persons at the end of the book, in which I have given each individual at least a short line. For some of them this was quite easy; for others only little information is known; for some of them only the name has been handed down. However, I have made every effort to obtain basic knowledge about each of them and have studied many additional sources.

In this book, I will first look at the basics of virtual reality very specifically from the point of view of its historical development, before going on to look at how the technology is shaping up. So that you can follow me, I have fully disclosed my sources to you. If something seems particularly interesting to you now and you want to know more about exactly this fact, you may have a first clue from which you can start your further studies.

Virtual reality is generated particularly through vision. Every form of representation is based on a technique that reliably enables a reproduction of the object to be represented. Most information is taken in via the eye, which means that knowledge of our surroundings is not only largely visual in nature, but also always perspectival in essence. It is therefore quite natural that the attempt to reproduce reality also relies mainly on the visual component, and the use of perspective makes the copies seem all the more realistic.

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