Virtual Environments and Scientific Visualization ’96

Virtual Environments and Scientific Visualization ’96

Author: Martin Göbel

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 336

ISBN-13: 3709174880

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Selected papers from this year’s Workshops on Virtual Environments and on Visualization in Scientific Computing are included in this volume. The papers on VE discuss Virtual Environment System architecture, communication requirements, synthetic actors, crowd simulations and modeling aspects, application experience in surgery support, geographic information systems, and engineering and virtual housing systems. Contributions from the Visualization workshop are presented in four groups: volume rendering, user interfaces in scientific visualization, architecture of scientific visualization systems and flow visualization.


Virtual Environments ’99

Virtual Environments ’99

Author: Michael Gervautz

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 201

ISBN-13: 3709168058

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This book contains the scientific papers presented at the SthEUROGRAPHICS Workshop on Virtual Environments '99, which st st was held in Vienna May 31 and June 1 . It was organized by the Institute of Computer Graphics of the Vienna University of Technology together with the Austrian Academy of Sciences and EUROGRAPHICS. The workshop brought together scientists from all over the world to present and discuss the latest scientific advances in the field of Virtual Environments. 31 papers where submitted for reviewing and 18 where selected to be presented at the workshop. Most of the top research institutions working in the area submitted papers and presented their latest results. These presentations were complemented by invited lectures from Stephen Feiner and Ron Azuma, two key researchers in the area of Augmented Reality. The book gives a good overview of the state of the art in Augmented Reality and Virtual Environment research. The special focus of the Workshop was Augmented Reality, reflecting a noticeable strong trend in the field of Virtual Environments. Augmented Reality tries to enrich real environments with virtual objects rather than replacing the real world with a virtual world. The main challenges include real time rendering, tracking, registration and occlusion of real and virtual objects, shading and lighting interaction, and interaction techniques in augmented environments. These problems are addressed by new research results documented in this book. Besides Augmented Reality, the papers collected here also address levels of detail, distributed environments, systems and applications, and interaction techniques.


Handbook of Virtual Environments

Handbook of Virtual Environments

Author: Kelly S. Hale

Publisher: CRC Press

Published: 2002-01-01

Total Pages: 1273

ISBN-13: 0585399107

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This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide


Human-computer Interaction

Human-computer Interaction

Author: Michitaka Hirose

Publisher: IOS Press

Published: 2001

Total Pages: 1312

ISBN-13: 9781586031886

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This book covers the proceedings of INTERACT 2001 held in Tokyo, Japan, July 2001. The conference covers human-computer interaction and topics presented include: interaction design, usability, novel interface devices, computer supported co-operative works, visualization, and virtual reality. The papers presented in this book should appeal to students and professionals who wish to understand multimedia technologies and human-computer interaction.


Computer Animation and Simulation ’96

Computer Animation and Simulation ’96

Author: Ronan Boulic

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 226

ISBN-13: 3709174864

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The 14 papers in this volume vividly demonstrate the current state of research in real-time animation. Half of the papers are dedicated to algorithm allowing the real-time animation of complex articulated structure in particular (humans, legged robots, plants) and of dynamic scenes in general. The proposed approaches cover from motion capture to motion reusability which are essential issues for high-end applications as 3D games, virtual reality, etc. Other topics treated are motion management for fast design of realistic movements, 2D and 3D deformations, and various optimization techniques for simulation (adaptive mass-spring refinement, huge particule systems).


Computational Science - ICCS 2007

Computational Science - ICCS 2007

Author: Yong Shi

Publisher: Springer

Published: 2007-07-14

Total Pages: 1285

ISBN-13: 3540725865

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Part of a four-volume set, this book constitutes the refereed proceedings of the 7th International Conference on Computational Science, ICCS 2007, held in Beijing, China in May 2007. The papers cover a large volume of topics in computational science and related areas, from multiscale physics to wireless networks, and from graph theory to tools for program development.


Introduction to Industrial Internet of Things and Industry 4.0

Introduction to Industrial Internet of Things and Industry 4.0

Author: Sudip Misra

Publisher: CRC Press

Published: 2021-01-07

Total Pages: 400

ISBN-13: 1000283062

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Industrial IoT (IIoT) and Industry 4.0 are newly developing and fast emerging domains of interest among students, researchers, and professionals in academia and industry. Due to the popular demand of this topic, Introduction to Industrial Internet of Things and Industry 4.0 is written to serve a diverse readership from the domains of computer science and engineering, mechanical engineering, information technology, industrial engineering, electronics engineering, and other related branches of engineering. Based on the lead author’s massive open online courses (MOOCs), this book can be used as a textbook on the emerging paradigm of Industry 4.0 and IIoT, as well as a reference for professionals working in sectors of IIoT. The book covers the significant aspects of IIoT in detail, including sensors, actuators, data transmission, and data acquisition, which form the core of IIoT. Topics and concepts are presented in a comprehensive manner, so that readers can develop expertise and knowledge. The book helps beginners to gain a basic idea of Industry 4.0 and IIoT as the first section is an overview of IoT applications, infrastructure-based protocols, cloud computing, and fog computing. The second section is designed to impart a basic knowledge of Industry 4.0 and IIoT as well as of the different phases of development in industry. Delving into more advanced areas, other sections in the book cover: The business models and reference architecture of IIoT The technological aspects of Industry 4.0 and IIoT Predictive and prescriptive analytics applied in IIoT-based implementations Applications and case studies of IIoT Key enabling technologies of IIoT To aid students and professional master IIoT and Industry 4.0, the book includes conceptual questions, exercises, and learning objectives.


Understanding Virtual Reality

Understanding Virtual Reality

Author: William R. Sherman

Publisher: Morgan Kaufmann

Published: 2018-11-08

Total Pages: 940

ISBN-13: 012801038X

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Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. - Features substantive, illuminating coverage designed for technical or business readers and the classroom - Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields - Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system - Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures