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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...
This first volume in the series is based on part of a course that I taught in various state and private institutions during 1979 and 1980. It was concerned with the design and control of stationary, articulated robots operating as non-feedback systems. This book (which is devoted to the statement and understanding of problems rather than their solution) presents a review of some of the work, started in 1972, of the team involved with robotics and biomechanics at the Automation Laboratory at Montpellier, in association with the French National Centre for Scientific Research. I am greatly indebted to Professor A. Liegeois, the guiding light of the team, to A. Fournier, E. Dombre, W. Khalil, P....
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...
Machines will gradually become programmed using computers which have the knowledge of how the objects in the world relate to one another. This book capitalizes on the fact that products which are manufactured can be designed on the computer and that information about the product such as its physical shape provide powerful information to reason about how to develop the process plan for their manufacture. This book explores the whole aspect of using the principles of how parts behave naturally to automatically generate programs that govern how to produce them. The last decade saw tremendous work on how machines can be programmed to perform a variety of tasks automatically. Robotics has witness...
Assistive Technology (AT) is an umbrella term indicating any product or technology-based service that enables people of all ages with activity limitations in their daily life, education, work or leisure. It is a highly interdisciplinary field, encompassing research, development, manufacture, supply, provision and policy. This book presents the proceedings of the 12th biennial European conference of the Association for the Advancement of Assistive Technology in Europe, AAATE 2013, held in Vilamoura, Portugal, in September 2013. The full papers included here cover a diverse range of subjects, including: ageing, disability and technology; accessibility in Europe; ambient assisted living; AT and Cloud computing; communication access for all; monitoring and telecare; and user perspective, to name but a few. The aim of the AAATE conference is to promote a more effective dialogue between manufacturers, researchers, developers, professionals and end users, and this book will be of interest to all those directly or indirectly involved in the field of AT.
With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and tec...
I. ALEKSANDER Kobler Unit for Information Technology Management, Imperial College of Science and Technology, London, England It is now over half a decade since Joseph Engelberger wrote: 'Given a six-articulation arm of any configuration, software can be powerful enough to think only in tool coordinates. That is, a programmer concerns himself only with the tool on the end of the robot arm. He can think of the tool's frame of reference and com puter subroutines automatically make the various articulations move so as to accomplish the desired tool manipulation. ' As is often the case with statements of this kind, they are appealing and generally well-founded in technological feasibility. But in...
This book focuses on the design, development, and analysis of augmented and virtual reality (AR/VR)-based systems, along with the technological impacts and challenges in social learning. Social Learning provides a comprehensive approach to researching methods in the emerging fields of AR/VR. The contributors of this book outline the state-of-the-art implementation of AR/VR for the Internet of Things, Blockchains, Big Data, and 5G within AR/VR systems.