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"Telexistence is a fundamental concept which refers to the general technology that enables a human being to have a real-time sensation of being at a place other than where he or she actually exists, while being able to interact with the remote environment, which may be real, virtual, or a combination of both. It also refers to an advanced type of teleoperation system that enables an operator at the control to perform remote tasks dexterously with the feeling of existing in a surrogate robot working in a remote environment. Telexistence in the real remote environment through a virtual environment is also possible. This book is the first book on telexistence written by the inventor of the concept of this emerging technology. It introduces the concept of telexistence, explains how this concept can be realized, illustrates precisely real examples of the realization of the concept, and determines its future advancement."--Publisher's web site.
Telexistence is a fundamental concept which refers to the general technology that enables a human being to have the real-time sensation of being at a place other than where he or she actually exists, while being able to interact with the remote environment, which may be real, virtual, or a combination of both. It also refers to an advanced type of teleoperation system that enables an operator at the control to perform remote tasks dexterously with the feeling of existing in a surrogate robot working in a remote environment. Telexistence in the real remote environment through a virtual environment is also possible.This book is the second edition of the original Telexistence; new contents cove...
A historical and critical view of wearable technologies that considers them as acts of communication in a social landscape. Wearable technology—whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today—makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan examines wearable technology as an evolving set of ideas and their contexts, always with an eye on actual wearables—on clothing, dress, and the histories and social relations they ...
The worlds synthesized in the cyberspaces of networked computers are the theme of Cyberworlds. Cyberspaces have come into prominence with the de velopment of the Internet and are expected to expand drastically with the emergence of national and international information systems. The purpose is to discover the architecture and design of cy of the book Cyberworlds berworlds by synthesizing worlds in cyberspaces. The underlying philosophy is crucial to the success of the architecture, and an initial effort is made to delineate it at the beginning of the book. The book's topics are selected to clarify the issues of the philosophy, architecture, and design of cyberworlds through a wide variety of...
With the spread of mobile augmented reality, it has become very difficult to consider digital space and physical space independently. In this book, the authors identify and discuss the state 'Second Offline' which refers to a real-world environment whose elements are augmented by virtual information and one in which individuals are constantly referring to the online world. ‘Second Offline’ is observed across a wide range of social contexts and the relationship between superimposed digital online information and physical offline information is increasingly important. This book analyses the cooperative relationship between online and offline and also examines situations where there may be a conflict between these realities. Furthermore, the authors discuss the possibility that in addition to influencing the physical space, the digital world actually causes some of the physical world to be lost. Offering a discussion of the implications of a post-mobile society in which second offline is widespread, this edited collection will be of interest to students, scholars and practitioners working in sociology, mobile media and cultural studies more generally.
A mesmerizing mix of Charles Bukowski, Hunter S. Thompson, and Philip K. Dick, Chameleo is a true account of what happened in a seedy Southern California town when an enthusiastic and unrepentant heroin addict named Dion Fuller sheltered a U.S. Marine who’d stolen night vision goggles and perhaps a few top secret files from a nearby military base. Dion found himself arrested (under the ostensible auspices of The Patriot Act) for conspiring with international terrorists to smuggle Top Secret military equipment out of Camp Pendleton. The fact that Dion had absolutely nothing to do with international terrorists, smuggling, Top Secret military equipment, or Camp Pendleton didn’t seem to both...
This book is a multidisciplinary study that brings together a variety of ancient physical and legendary evidences that are often brushed aside, which collectively present an entirely different, and far more sensible, picture of early Earth and human history from what mainstream academic presents. Break yourself free from their chains and discover a fascinating story of the ancient past that will blow your mind!
Of interest to developers of virtual reality applications and others interested in potential uses for virtual reality, this book presents a selection of useful VR applications and gives readers guidance on how VR might be applied.
When, how and why do clothes become fashion? Fashion is more than mere clothing. It is a moment of invention, a distillation of desire, a reflection of a zeitgeist. This book explores the structures and strategies which underlie fashion innovation, how fashion is perceived and the point at which clothing is accepted or rejected as fashion.
This is the second volume in the HCI International Conference Proceedings 2003. See following arrangement for details.