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This title explores the issue of innovation engineering, a feature that is essential to the continuation of growth and development in the commercial world. Discussion is divided into three parts: Part I covers the historical basis of innovation, noting that diversity rests upon a duality between concepts in theory and applications put into practice, as well as discussing how innovation has resulted from the interaction of numerous factors, be they societal, human, managerial, organization or technological. Part II focuses on practical applications – the technologies, tools and methods employed in putting theoretical innovation into practice – while Part III looks at what factors underpin success, discussing the social and psychological aspects involved in successful innovation engineering. Consideration is also given to recent developments and systems which will assist in ensuring the continuation of this process in the future.
The digital transformation of companies is both a competitive challenge and a complex step for large groups and industries, and at the same time a tremendous opportunity. This transformation is entering a new dimension with the development of immersive technologies such as virtual reality, mixed reality and augmented reality, which are revolutionizing the way we generate content as well as visualize and interact with models and data. The challenges of innovation and digital transformation within companies are now converging. Research shows the potential that immersive technologies have to accelerate the first steps of the innovation process. The objective of this book is to provide a clear vision of the state of research on immersive technologies for design and to deliver practical recommendations for companies wishing to improve their innovation process.
This book constitutes the refereed proceedings of the Third International Conference on Advances in Visual Informatics, IVIC 2013, held in Selangor, Malaysia, in November 2013. The four keynotes and 69 papers presented were carefully reviewed and selected from various submissions. The papers focus on four tracks: computer visions and engineering; computer graphics and simulation; virtual and augmented reality; and visualization and social computing.
In view of the ever-increasing use of interactive and emerging technologies in museum spaces, Museums and Technologies of Presence rethinks the role of such technologies as potential facilitators of presence and as vehicles for offering new, immersive, and embodied visitor experiences. This edited collection presents theoretical approaches and case studies that explore how presence can be experienced in museum spaces and what role technology can play in visitor experiences. It considers the theoretical underpinnings of the concept ‘presence’ for museum spaces, offering a critical examination of how immersive and other emerging technologies can affect, diminish or enhance our sense of pre...
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.
This book is inspired by the contemporary fascination with virtual reality and growing presence of this type of technology in everyday life. It explores the ways in which virtual reality evokes illusory transformation responses. The power of virtual reality is in making the mediation by technology in these experiences appear irrelevant to cognitive processes, so much so that it is often assumed that skills acquired in virtual environments are generally transferable to the physical world. However, cognition is affected by virtual reality technology, which is reflected in issues related to virtual embodiment, choice of spatial strategies, differences in neural and electrophysiological patterns associated with movement processing when navigating virtual vs. physical environments, and, at least to some extent, in virtual proxemics. In addition to spatial cognition, the book explores the sense of self in virtual reality, social interaction and virtual togetherness, action and motor cognition, calling to mind debates from philosophy, psychology, and cognitive neuroscience.
The purpose of the 7th International Conference on Enterprise Information Systems (ICEIS) was to bring together researchers, engineers and practitioners interested in the advances and business applications of information systems. ICEIS focuses on real world applications, therefore authors were asked to highlight the benefits of Information Technology for industry and services. Papers included in the book are the best papers presented at the conference.
Simulation facilities are invaluable for training in medicine and clinical education, biomedical engineering and life sciences. They allow the practice of prevention, containment, treatment, and procedure in a risk-free setting. This book is a practical guide and reference to the latest technology, operations and opportunities presented by clinical simulation. It shows how to develop and make efficient use of resources, and provides hands-on information to those tasked with setting up and delivering simulation facilities for medical, clinical and related purposes, and the development and delivery of simulation-based education programs - A step-by-step manual to developing successful simulation programs - Shows how to design, construct, outfit and run simulation facilities for clinical education and research. - The Residency Review Committee of the US Accreditation Council on Graduate Medical Education has begun requiring residency programs to have simulation as an integral part of their training programs.
The two volume set LNCS 4291 and LNCS 4292 constitutes the refereed proceedings of the Second International Symposium on Visual Computing, ISVC 2006, held in Lake Tahoe, NV, USA in November 2006. The 65 revised full papers and 56 poster papers presented together with 57 papers of ten special tracks were carefully reviewed and selected from more than 280 submissions. The papers cover the four main areas of visual computing.
The work presented here is generally intended for engineers, educators at all levels, industrialists, managers, researchers and political representatives. Offering a snapshot of various types of research conducted within the field of TRIZ in France, it represents a unique resource. It has been two decades since the TRIZ theory originating in Russia spread across the world. Every continent adopted it in a different manner – sometimes by glorifying its potential and its perspectives (the American way); sometimes by viewing it with mistrust and suspicion (the European way); and sometimes by adopting it as-is, without questioning it further (the Asian way). However, none of these models of ...