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Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.
"Advances in computer technology and developments such as the Internet provide a constant momentum to design new techniques and algorithms to support computer graphics. Modelling, animation and rendering remain principal topics in the filed of computer graphics and continue to attract researchers around the world." This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world and cover areas such as: - Real-time computer animation - Image based rendering - Non photo-realistic rendering - Virtual reality - Avatars - Geometric and solid modelling - Computational geometry - Physically based modelling - Graphics hardware architecture - Data visualisation - Data compression The focus is on the commercial application and industrial use of computer graphics and digital media systems.
This book is a collection of keynote lectures from international experts presented at International Conference on NextGen Electronic Technologies (ICNETS2-2016). ICNETS2 encompasses six symposia covering all aspects of electronics and communications domains, including relevant nano/micro materials and devices . This volume comprises of recent research in areas like computational signal processing analysis, intelligent embedded systems, nanoelectronic materials and devices, optical and microwave technologies, VLSI design: circuits systems and application, and wireless communication networks, and the internet of things. The contents of this book will be useful to researchers, professionals, and students working in the core areas of electronics and their applications, especially to signal processing, embedded systems, and networking.
This book constitutes the refereed proceedings of the First International Conference on Semantics and Digital Media Technologies, SAMT 2006, held in Athens, Greece in December 2006. The 17 revised full papers address a wide area of integrative research on new knowledge-based forms of digital media systems, semantics, and low-level multimedia processing.
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.
This book constitutes the thoroughly refereed post-proceedings of the Second International Workshop on Machine Learning for Multimodal Interaction held in July 2005. The 38 revised full papers presented together with two invited papers were carefully selected during two rounds of reviewing and revision. The papers are organized in topical sections on multimodal processing, HCI and applications, discourse and dialogue, emotion, visual processing, speech and audio processing, and NIST meeting recognition evaluation.
Arti?cial intelligence has attracted a renewed interest from distinguished sci- tists and has again raised new, more realistic this time, expectations for future advances regarding the development of theories, models and techniques and the use of them in applications pervading many areas of our daily life. The borders of human-level intelligence are still very far away and possibly unknown. Nev- theless, recent scienti?c work inspires us to work even harder in our exploration of the unknown lands of intelligence. This volume contains papers selected for presentation at the 3rd Hellenic Conference on Arti?cial Intelligence (SETN 2004), the o?cial meeting of the Hellenic Society for Arti?cial ...
This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.
This volume presents the latest research in Virtual Reality (VR), as it is being applied in psychotherapy, rehabilitation, and the analysis of behaviour for neurological assessment. This book will be of value to anyone already in the field and to those who are interested in the development of VR systems for therapeutic purposes. The contents include: · The latest literature reviews on VR in psychotherapy, psychological wellbeing, and rehabilitation · VR and cognitive behavior therapy · Increasing presence in VR for effective exposure therapy and treatment of anxiety disorders · VR military training for managing combat stress and preventing post traumatic stress · VR, mixed reality systems, and games for stroke rehabilitation · VR systems for improving vision in children with amblyopia · Therapeutic play in virtual environments · Healing potential of online virtual worlds such as Second Life · Neuropsychological assessment using virtual environments · Detailed accounts on how VR systems are designed, implemented, and best evaluated · Discussions of limitations, problems, and ethical concerns using VR in mental and physical therapy
The two volume set LNCS 3767 and LNCS 3768 constitutes the refereed proceedings of the 6th Pacific Rim Conference on Multimedia, PCM 2005, held in Jeju Island, Korea in November 2005. The 181 revised papers presented were carefully reviewed and selected from a total of 570 submissions. The papers cover a wide range of topics, including all aspects of multimedia, both technical and artistic perspectives and both theoretical and practical issues. Besides papers that focus on traditional topics, such as multimedia communications, audio-visual compressions, multimedia security, image and signal processing techniques, and multimedia data processing, there are also artistic papers which need not to be strictly technical.