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A groundbreaking Virtual Reality textbook is now even better Virtual reality is a very powerful and compelling computer application by which humans can interface and interact with computer-generated environments in a way that mimics real life and engages all the senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration and the military, to name just a few. Through virtual reality scientists can triple the rate of oil discovery, pilots can dogfight numerically-superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients. This Second E...
The 3-volume set LNCS 9731, 9732, and 9733 constitutes the refereed proceedings of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences and were carefully reviewed and selected from 4354 submissions. The papers thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The volumes constituting the full 27-volume set of the conference proceedings.
Industrieroboter gehoren heute zum Alltag. In den letzten zehn Jahren verlagerte sich der Schwerpunkt der Neuentwicklungen weg von den Robotern selbst, hin zu alternativen Formen der kunstlichen Intelligenz, mit denen die Gerate ausgestattet werden. Dem Rechnung tragend, beschaftigt sich die zweite Auflage dieses Handbuchs vor allem mit Anwendungen und Strategien zur Problemlosung in der Industrie. Angesprochen werden Themen wie Graphiksimulatoren, objektorientierte Software, Kommunikationssysteme und Mikro- und Nanoroboter. (04/99)
Our research, even despite its apparent fragmentary appearance, firmly believes in the idea that information science tools and the On-Line System should be utilized in innumerable ways in the various independent stages of an architect's learning itinerary, but that they can never totally replace the maieutic aspect of master-pupil relations, even if the masters, due to the extraordinary capacities of computer science, can be themselves multiplied, since, even though distant in space, they can be visibly and audibly next to us in a shared environment, even interacting with our own designs. We ourselves are spectators with other students gathered from all over the world to share together the m...
The coupling of several areas of the medical field with recent advances in robotic systems has seen a paradigm shift in our approach to selected sectors of medical care, especially over the last decade. Rehabilitation medicine is one such area. The development of advanced robotic systems has ushered with it an exponential number of trials and experiments aimed at optimising restoration of quality of life to those who are physically debilitated. Despite these developments, there remains a paucity in the presentation of these advances in the form of a comprehensive tool. This book was written to present the most recent advances in rehabilitation robotics known to date from the perspective of some of the leading experts in the field and presents an interesting array of developments put into 33 comprehensive chapters. The chapters are presented in a way that the reader will get a seamless impression of the current concepts of optimal modes of both experimental and ap- plicable roles of robotic devices.
A multiplicity of techniques and angles of attack are incorporated in 18 contributions describing recent developments in the structure, architecture, programming, control, and implementation of industrial robots capable of performing intelligent action and decision making. Annotation copyright Book
This book constitutes the proceedings of the 17th International Conference on Web-Based Learning, ICWL 2018, held in Chiang Mai, Thailand, in August 2018.The 11 revised full papers presented together with 4 short papers were carefully reviewed and selected from 37 submissions. The papers are organized in topical sections on learning assessment and behavior; case studies; augmented reality and collaborative learning; game-based learning; and learning content management and experience sharing.
This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide their development efforts and addresses technology concerns, as well as the social and business implications with which those associated with the technology are likely to grapple. While each chapter has a strong theoretical foundation, practical implications are derived and illustrated via the many tables and figures presented throughout the book. The Han...