Virtual Reality Software & Technology

Virtual Reality Software & Technology

Author: Gurminder Singh

Publisher: World Scientific

Published: 1994

Total Pages: 360

ISBN-13: 9789810218676

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Few technologies in recent years have attracted as much scientific, media and public attention as Virtual Reality. By providing a profoundly new paradigm for human-computer interaction, it is fundamentally changing the way people use and think about computers. Despite being in its infancy, Virtual Reality has found applications in such varied fields as entertainment, interactive arts, medicine, architecture, security, education, and financial analysis.The articles collected here were selected after thorough review and describe the state-of-the-art in Virtual Reality software and technology. Included are the latest results in software architectures, interaction techniques and devices, modeling techniques, and applications.


Virtual Reality Software And Technology - Proceedings Of The Vrst '94 Conference

Virtual Reality Software And Technology - Proceedings Of The Vrst '94 Conference

Author: Gurminder Singh

Publisher: World Scientific

Published: 1994-08-18

Total Pages: 364

ISBN-13: 9814501689

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Few technologies in recent years have attracted as much scientific, media and public attention as Virtual Reality. By providing a profoundly new paradigm for human-computer interaction, it is fundamentally changing the way people use and think about computers. Despite being in its infancy, Virtual Reality has found applications in such varied fields as entertainment, interactive arts, medicine, architecture, security, education, and financial analysis.The articles collected here were selected after thorough review and describe the state-of-the-art in Virtual Reality software and technology. Included are the latest results in software architectures, interaction techniques and devices, modeling techniques, and applications.


Spaces, Spatiality and Technology

Spaces, Spatiality and Technology

Author: Phil Turner

Publisher: Springer Science & Business Media

Published: 2005-04-05

Total Pages: 328

ISBN-13: 9781402032721

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separated by the exigencies of the design life cycle into another compartment, that makes invisible the (prior) technical work of engineers that is not directly pertinent to the application work of practitioners. More recently (and notably after the work of Greisemer and Star) the black box has been opened and infrastructure has been discussed in terms of the social relations of an extended group of actors that includes developers. Ethical and political issues are involved (cf f accountable computing). Writing broadly within this context, Day (chapter 11) proposes that the concept of 'surface' can assist us to explore space as the product of 'power and the affective and expressive role for materials', rather than the background to this. Surfaces are the 'variously textured...sites for mixtures between bodies', and are thus the 'sites for events'. The notions of 'folding' and 'foldability' and 'unfolding' are discussed at length, as metaphors that account for the interactions of bodies in space across time. Some of the contributors to this volume focus on ways in which we may experience multiple infrastructures. Dix and his colleagues, for example, in chapter 12 explore a complex of models - of spatial context, of 'mixed reality boundaries' and of human spatial understanding across a number of field projects that make up the Equator project to explain the ways in which co-existing multiple spaces are experienced.


Encyclopedia of Mobile Computing and Commerce

Encyclopedia of Mobile Computing and Commerce

Author: Taniar, David

Publisher: IGI Global

Published: 2007-04-30

Total Pages: 1176

ISBN-13: 1599040034

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The "Encyclopedia of Mobile Computing and Commerce" presents current trends in mobile computing and their commercial applications. Hundreds of internationally renowned scholars and practitioners have written comprehensive articles exploring such topics as location and context awareness, mobile networks, mobile services, the socio impact of mobile technology, and mobile software engineering.


Intelligent Technologies for Interactive Entertainment

Intelligent Technologies for Interactive Entertainment

Author: Mark Maybury

Publisher: Springer Science & Business Media

Published: 2005-11-24

Total Pages: 354

ISBN-13: 3540305092

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This book constitutes the refereed proceedings of the First International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2005 held in Madonna di Campiglio, Italy in November/December 2005. Among the intelligent computational technologies covered are adaptive media presentations, recommendation systems in media scalable crossmedia, affective user interfaces, intelligent speech interfaces, tele-presence in entertainment, collaborative user models and group behavior, collaborative and virtual environments, cross domain user models, animation and virtual characters, holographic interfaces, augmented, virtual and mixed reality, computer graphics and multimedia, pervasive multimedia, creative language environments, computational humour, etc. The 21 revised full papers and 15 short papers presented together with 12 demonstration papers were carefully reviewed and selected from a total of 39 submissions. The papers cover a wide range of topics, including intelligent interactive games, intelligent music systems, interactive cinema, edutainment, interactive art, interactive museum guides, city and tourism explorers assistants, shopping assistants, interactive real TV, interactive social networks, interactive storytelling, personal diaries, websites and blogs, and comprehensive assisting environments for special populations (impaired, children, elderly).


Virtual Reality

Virtual Reality

Author: Randall Shumaker

Publisher: Springer

Published: 2007-08-24

Total Pages: 775

ISBN-13: 3540733353

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This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.


Integration of Process Knowledge into Design Support Systems

Integration of Process Knowledge into Design Support Systems

Author: Hubert Kals

Publisher: Springer Science & Business Media

Published: 2013-04-17

Total Pages: 482

ISBN-13: 9401719012

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Design is a fundamental creative human activity. This certainly applies to the design of artefacts, the realisation of which has to meet many constraints and ever raising criteria. The world in which we live today, is enormously influenced by the human race. Over the last century, these artefacts have dramatically changed the living conditions of humans. The present wealth in very large parts of the world, depends on it. All the ideas for better and new artefacts brought forward by humans have gone through the minds of designers, who have turned them into feasible concepts and subsequently transformed them into realistic product models. The designers have been, still are, and will remain the leading 'change agents' in the physical world. Manufacturability of artefacts has always played a significant role in design. In pre industrial manufacturing, the blacksmith held the many design and realisation aspects of a product in one hand. The synthesis of the design and manufacturing aspects took, almost implicitly, place in the head of the man. All the knowledge and the skills were stored in one person. Education and training took place along the line of many years of apprenticeship. When the production volumes increased, -'assembling to measure' was no longer tolerated and production efficiency became essential - design, process planning, production planning and fabrication became separated concerns. The designers created their own world, separated from the production world. They argued that restrictions in the freedom of designing would badly influence their creativity in design.


Virtual Reality: Concepts and Technologies

Virtual Reality: Concepts and Technologies

Author: Philippe Fuchs

Publisher: CRC Press

Published: 2011-07-27

Total Pages: 434

ISBN-13: 0415684714

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A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the reader with the importance of the user’s needs and various aspects of the human computer interface (HCI). It further treats technical aspects of VR, hardware and software implementations, and details on the sensory and psycho-sensory interfaces. Providing various concepts and technologies, including mathematics and modelling techniques, it allows the reader to formalize, conceptualize and construct a virtual reality project from original thought to application. This book is intended for engineers, computer scientists and computer game developers working on various VR applications. It can further serve as an educational tool in Virtual Reality courses for senior graduate and postgraduate students.


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