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Over the last decades, the interior of cars has been constantly changing. A promising, yet unexplored, modality are large stereoscopic 3D (S3D) dashboards. Replacing the traditional car dashboard with a large display and applying binocular depth cues, such a user interface (UI) could provide novel possibilities for research and industry. In this book, the author introduces a development environment for such a user interface. With it, he performed several driving simulator experiments and shows that S3D can be used across the dashboard to support menu navigation and to highlight elements without impairing driving performance. The author demonstrates that S3D has the potential to promote safe driving when used in combination with virtual agents during conditional automated driving. Further, he present results indicating that S3D navigational cues improve take-over maneuvers in conditional automated vehicles. Finally, investigating the domain of highly automated driving, he studied how users would interact with and manipulate S3D content on such dashboards and present a user-defined gesture set.
Diminished Reality is a new fascinating technology that removes real-world content from live video streams. This sensational live video manipulation actually removes real objects and generates a coherent video stream in real-time. Viewers cannot detect modified content. Existing approaches are restricted to moving objects and static or almost static cameras and do not allow real-time manipulation of video content. Jan Herling presents a new and innovative approach for real-time object removal with arbitrary camera movements.
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.
The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional "Holodeck".
The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-relat...
This volume, one of a two volume set, is from the August 1999 HCI International conference papers presented in Munich, Germany. Human Computer Interaction: Communication, Cooperation, and Application Design focuses on the informative and communicative aspects of computer use. A larger number of contributions is concerned with computer-supported cooperation using a wide variety of different techniques. In keeping with the increased focus of HCI International '99 on internet issues and aspects of the global information society, many papers in this volume are centered around information and communication networks and their implications for work, learning, and every-day activities. Due to the growing number and diversity of groups utilizing modern information technologies, issues of accessibility and design for all are becoming more and more pertinent. A range of papers in this volume address these issues and provide the latest research and development results.
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.
Combining conceptual, pragmatic and operational approaches, this edited collection addresses the demand for knowledge and understanding of IT in the healthcare sector. With new technology outbreaks, our vision of healthcare has been drastically changed, switching from a ‘traditional’ path to a digitalized one. Providing an overview of the role of IT in the healthcare sector, The Digitization of Healthcare illustrates the potential benefits and challenges for all those involved in delivering care to the patient. The incursion of IT has disrupted the value chain and changed business models for companies working in the health sector, and also raised ethical issues and new paradigms about delivering care. This book illustrates the rise of patient empowerment through the development of patient communities such as PatientLikeMe, and medical collaborate platforms such as DockCheck, thus providing a necessary tool to patients, caregivers and academics alike.
The Handbook of International Crisis Communication Research articulates a broader understanding of crisis communication, discussing the theoretical, methodological, and practical implications of domestic and transnational crises, featuring the work of global scholars from a range of sub-disciplines and related fields. Provides the first integrative international perspective on crisis communication Articulates a broader understanding of crisis communication, which includes work from scholars in journalism, public relations, audience research, psychology, political science, sociology, economics, anthropology, and international communication Explores the topic from cross-national and cross-cultural crisis communication approaches Includes research and scholars from countries around the world and representing all regions Discusses a broad range of crisis types, such as war, terrorism, natural disasters, pandemia, and organizational crises