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A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the reader with the importance of the user’s needs and various aspects of the human computer interface (HCI). It further treats technical aspects of VR, hardware and software implementations, and details on the sensory and psycho-sensory interfaces. Providing various concepts and technologies, including mathematics and modelling techniques, it allows the reader to formalize, conceptualize and construct a virtual reality project from original thought to application. This book is intended for engineers, computer scientists and computer game developers working on various VR applications. It can further serve as an educational tool in Virtual Reality courses for senior graduate and postgraduate students.
This book covers up-to-date methods and algorithms for the automated analysis of engineering drawings and digital cartographic maps. The Non-Deterministic Agent System (NDAS) offers a parallel computational approach to such image analysis. The book describes techniques suitable for persistent and explicit knowledge representation for engineering drawings and digital maps. It also highlights more specific techniques, e.g., applying robot navigation and mapping methods to this problem. Also included are more detailed accounts of the use of unsupervised segmentation algorithms to map images. Finally, all these threads are woven together in two related systems: NDAS and AMAM (Automatic Map Analysis Module).
Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. Handbook of Augmented Reality provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.
Research on the multifaceted aspects of modeling, analysis, and synthesis of - man gesture is receiving growing interest from both the academic and industrial communities. On one hand, recent scienti?c developments on cognition, on - fect/emotion, on multimodal interfaces, and on multimedia have opened new perspectives on the integration of more sophisticated models of gesture in c- putersystems.Ontheotherhand,theconsolidationofnewtechnologiesenabling “disappearing” computers and (multimodal) interfaces to be integrated into the natural environments of users are making it realistic to consider tackling the complex meaning and subtleties of human gesture in multimedia systems, - abling a ...
This book constitutes the refereed proceedings of the Second International Conference on Virtual Storytelling, ICVS 2003, held in Toulouse, France in November 2003. The 27 revised full papers presented together with 3 invited papers were carefully reviewed and selected for presentation. The papers are organized in topical sections on real-time technologies, narrativity and authoring, mediation and interface, virtual characters, mixed reality, and applications.
Augmented and Virtual Reality in Libraries is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. Many current books on this topic have a very technological focus on augmentation and are aimed towards computer programmers with advanced technology skills. This book makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals without extensive technology backgrounds. This innovative title touches on possible implementation, projects, and assessment needs for both academic and public libraries, museums, and archives.
Photorealistic rendering strives to generate images from computer modeled scenes with an image quality as close to real life as possible. A major issue in rendering is simulation of local and global light reflection in a scene. Both ray tracing and radiosity algorithms capture only some of the possible light reflection phenomena. Recently developed two-pass algorithms combine the ray tracing and radiosity approaches and are able to capture the whole range of light reflection. This book is a collection of papers discussing the latest developments, including a new range of improvements, in stochastic sampling strategies, radiosity form factor calculation, and parallel processing for ray tracin...
This volume constitutes the refereed proceedings of the First IFIP TC6 / WG 8.8 / WG 11.2 International Workshop on Information Security Theory and Practices: Smart Cards, Mobile and Ubiquitous Computing Systems, WISTP 2007, held in Heraklion, Crete, Greece in May 2007. The 20 revised full papers are organized in topical sections on mobility, hardware and cryptography, privacy, cryptography schemes, smart cards, and small devices.
This book constitutes the refereed proceedings of the 10th International Symposium on Smart Graphics, SG 2009, held in Salamanca, Spain in May 2009. The 15 revised full papers together with 8 short papers and 2 demonstrations presented were carefully reviewed and selected. The papers are organized in topical sections on visual analytics, user studies, human computer interaction, computer graphics and artificial intelligence, as well as virtual and mixed reality.
This book positions itself at the intersection of the key areas of the modern humanities. Different authors from a variety of countries take innovative approaches to investigating multimodal communication, adapting pedagogical design to digital environments and enhancing cognitive skills through transformations in teaching and learning practices. The eclectic forms under study require eclectic approaches and methodologies, and the authors cross disciplinary boundaries drawing on philosophy, linguistics, semiotics, computational linguistics, mathematics, cognitive studies and neuroaesthetics. Part I presents methods of analysing multimodal communication in its different displays, covering pro...