12th Eurographics Symposium on Virtual Environments, Lisbon, Portugal, May 8th-10th, 2006

12th Eurographics Symposium on Virtual Environments, Lisbon, Portugal, May 8th-10th, 2006

Author: Roger Hubbold

Publisher: Transaction Publishers

Published: 2006-08-15

Total Pages: 154

ISBN-13: 9783905673333

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This book contains the papers presented at the 12th Eurographics Symposium on Virtual Environments, organized by the Eurographics Association in co-operation with ACM SIGGRAPH, which took place from May 8 - 10, 2006 in Lisbon, Portugal. These proceedings contain the fifteen full papers presented at the Eurographics Symposium on Virtual Environments, selected from nearly forty submissions. Each paper was reviewed by four members of the program committee and external reviewers. The selected papers cover a variety of topics ranging from augmented and mixed reality, novel 3D interface design, proximity detection and interaction, tracking technology, to view management and data annotation.


Human-robot Interaction

Human-robot Interaction

Author: Michael A. Goodrich

Publisher: Now Publishers Inc

Published: 2007

Total Pages: 89

ISBN-13: 1601980922

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Presents a unified treatment of HRI-related issues, identifies key themes, and discusses challenge problems that are likely to shape the field in the near future. The survey includes research results from a cross section of the universities, government efforts, industry labs, and countries that contribute to HRI.


Visual Data Mining

Visual Data Mining

Author: Simeon Simoff

Publisher: Springer

Published: 2008-07-23

Total Pages: 417

ISBN-13: 3540710809

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Visual Data Mining—Opening the Black Box Knowledge discovery holds the promise of insight into large, otherwise opaque datasets. Thenatureofwhatmakesaruleinterestingtoauserhasbeendiscussed 1 widely but most agree that it is a subjective quality based on the practical u- fulness of the information. Being subjective, the user needs to provide feedback to the system and, as is the case for all systems, the sooner the feedback is given the quicker it can in?uence the behavior of the system. There have been some impressive research activities over the past few years but the question to be asked is why is visual data mining only now being - vestigated commercially? Certainly, there have been arguments for visual data 2 mining for a number of years – Ankerst and others argued in 2002 that current (autonomous and opaque) analysis techniques are ine?cient, as they fail to - rectly embed the user in dataset exploration and that a better solution involves the user and algorithm being more tightly coupled. Grinstein stated that the “current state of the art data mining tools are automated, but the perfect data mining tool is interactive and highly participatory,” while Han has suggested that the “data selection and viewing of mining results should be fully inter- tive, the mining process should be more interactive than the current state of the 2 art and embedded applications should be fairly automated . ” A good survey on 3 techniques until 2003 was published by de Oliveira and Levkowitz .


Mixed Reality and Gamification for Cultural Heritage

Mixed Reality and Gamification for Cultural Heritage

Author: Marinos Ioannides

Publisher: Springer

Published: 2017-04-26

Total Pages: 594

ISBN-13: 3319496077

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This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.


Geospatial Thinking

Geospatial Thinking

Author: Marco Painho

Publisher: Springer Science & Business Media

Published: 2010-07-20

Total Pages: 427

ISBN-13: 3642123260

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For the fourth consecutive year, the Association of Geographic Infor- tion Laboratories for Europe (AGILE) promoted the edition of a book with the collection of the scientific papers that were submitted as full-papers to the AGILE annual international conference. Those papers went through a th competitive review process. The 13 AGILE conference call for fu- papers of original and unpublished fundamental scientific research resulted in 54 submissions, of which 21 were accepted for publication in this - lume (acceptance rate of 39%). Published in the Springer Lecture Notes in Geoinformation and Car- th graphy, this book is associated to the 13 AGILE Conference on G- graphic Information Science, held in 2010 in Guimarães, Portugal, under the title “Geospatial Thinking”. The efficient use of geospatial information and related technologies assumes the knowledge of concepts that are fundamental components of Geospatial Thinking, which is built on reasoning processes, spatial conc- tualizations, and representation methods. Geospatial Thinking is associated with a set of cognitive skills consisting of several forms of knowledge and cognitive operators used to transform, combine or, in any other way, act on that same knowledge. The scientific papers published in this volume cover an important set of topics within Geoinformation Science, including: Representation and Visualisation of Geographic Phenomena; Spatiotemporal Data Analysis; Geo-Collaboration, Participation, and Decision Support; Semantics of Geoinformation and Knowledge Discovery; Spatiotemporal Modelling and Reasoning; and Web Services, Geospatial Systems and Real-time Appli- tions.


Digital Enterprise Technology

Digital Enterprise Technology

Author: Pedro Filipe Cunha

Publisher: Springer Science & Business Media

Published: 2007-09-18

Total Pages: 599

ISBN-13: 0387498648

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The first Digital Enterprise Technology (DET) International Conference was held in Durham, UK in 2002 and the second DET Conference in Seattle, USA in 2004. Sponsored by CIRP (College International pour la Recherche en Productique), the third DET Conference took place in Setúbal, Portugal in 2006. Digital Enterprise Technology: Perspectives and Future Challenges is an edited volume based on this conference. Topics include: distributed and collaborative design, process modeling and process planning, advanced factory equipment and layout design and modeling, physical-to-digital environment integrators, enterprise integration technologies, and entrepreneurship in DET.