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Realistic and immersive simulations of land, sea, and sky are requisite to the military use of visual simulation for mission planning. Until recently, the simulation of natural environments has been limited first of all by the pixel resolution of visual displays. Visual simulation of those natural environments has also been limited by the scarcity of detailed and accurate physical descriptions of them. Our aim has been to change all that. To this end, many of us have labored in adjacent fields of psych- ogy, engineering, human factors, and computer science. Our efforts in these areas were occasioned by a single question: how distantly can fast-jet pilots discern the aspect angle of an opposi...
Every day we make intuitive decisions—from the mundane choice of what clothes to wear to more important issues such as which new car "feels right" or which person would be "good" for a particular job. To varying degrees, logic plays a role in these decisions, but at a certain point all of us rely on intuition, our sixth sense. Is this the right way to decide? Should we trust our gut feelings? When intuition conflicts with logic, what should we do? In Educating Intuition, Robin M. Hogarth lays bare this mysterious process so fundamental to daily life by offering the first comprehensive overview of what the science of psychology can tell us about intuition—where it comes from, how it works...
Advances in the quality and accessibility of computer graphics has provided new pictorial displays and the tools with which to control them. These new display technologies have focused interest on how to design the static and dynamic images they produce to ensure effective communication. This book, based on the conference on Spatial Displays and Spatial instruments held at the Asilomar Conference Centre in 1987, focuses on the geometry of this communication. It is intended to be a source book of theoretical analysis, experimental demonstrations and practical examples from a range of contributors interested in pictorial communication, from medical artists to astronauts. The book offers the theoretical background and practical guidance needed by designers of contemporary 2D and 3D graphical computer interfaces. Its major contribution lies in its outlining of the elements of human perception and motor control which underlie the geometric design of head-mounted graphics for virtual reality displays.
During the past 25 years, the field of space and motion perception has rapidly advanced. Once thought to be distinct perceptual modes, space and motion are now thought to be closely linked. Perception of Space andMotion provides a comprehensive review of perception and vision research literature, including new developments in the use of sound and touch in perceiving space and motion. Other topics include the perception of structure from motion, spatial layout,and information obtained in static and dynamic stimulation.Spatial layoutStructure from motionInformation on static and dynamic stimulation (visual, acoustic, and haptic)
The world is not always truly reflected in what we see. The brain creates images, fills in gaps and even at times constructs fictions. This book brings together experts from several diverse fields to present state of the art accounts of how the visual world enters two small holes in our heads and is reconstructed to give us the rich impressions of color, movement, and shape.
Time-to-contact is the visual information that observers use in fundamental tasks such as landing an airplane or hitting a ball. Time-to-contact has been a hot topic in perception and action for many years and although many articles have been published on this topic, a comprehensive overview or assessment of the theory does not yet exist. This book fills an important gap and will have appeal to the perception and action community. The book is divided into four sections. Section one covers the foundation of time-to-contact, Section two covers different behavioral approaches to time-to-contact estimation, Section three focuses on time-to-contact as perception and strategy, and Section four covers time-to-contact and action regulation.
Virtual reality has introduced what is literally a new dimension of reality to daily life. But it is not without controversy. Indeed, some say that a collision is inevitable between those passionately involved in the computer industry and those increasingly alienated from (and often replaced by) its applications. Opinions range from the cyberpunk attitude of Wired magazine and Bill Gates's commercial optimism to the violent opposition of the Unabomber. Now, with Virtual Realism, readers have a thought-provoking guide to the "cyberspace backlash" debate and the implications of cyberspace for our culture. Michael Heim offers a comprehensive introduction to virtual reality and a provocative commentary on its present and future impact on our lives. Heim describes the fascinating and important industrial and military uses of virtual reality, as well as its artistic and entertainment applications. He argues that we must balance the idealist's enthusiasm for computerized life with the need to ground ourselves more deeply in primary reality. This "uneasy balance" he calls virtual realism.
The first systematic, comprehensive reference covering the ideas, genres, and concepts behind digital media. The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.