Author: Ben Delaney
Publisher: CyberEdge Information Services
ISBN: 1513617036
Category : Computers
Languages : en
Pages : 439
Book Description
Did you ever wonder who built the first head-mounted display? Who first detailed a coherent theory of Cyberspace? Who wrote about cybersex and the challenges it creates? Who worried about addiction to VR? Did anyone ever cure cyber-sickness? From 1991 to 1996, CyberEdge Journal covered these stories and hundreds more. CEJ was read in more than 40 countries by thousands of VR investors, researchers, entrepreneurs, vendors, and aficionados. Appreciated for its "No VR Hype" attitude, CyberEdge Journal was the publication of record for the VR industry in the 90's. Author Ben Delaney was the Publisher and Editor of CyberEdge Journal, and was one of the most respected commentators and presenters in the field, and went on to publish the industry-defining multi-year market study, The Market for Visual Simulation/Virtual Reality Systems until 2004. Now that VR is enjoying a renaissance, it's time to understand where it came from, and avoid making the same mistakes that were made in the first golden age of VR, the 1990's. It's also a good time to remember the excitement and sense of adventure, as well as the people, that characterized those time. The 5-star reviewed Virtual Reality 1.0 describes not just some of the hot topics of VR, but also the origins, issues, and solutions that were chronicled in the pages of CyberEdge Journal. Complemented by over 100 photos and drawings, there is a surprisingly contemporary feel to these old articles. In addition, more than a dozen VR pioneers have contributed new reminiscences of their work in VR. Another treat, the book is introduced by one of the acknowledged leaders of VR research and industry, Dr. Thomas Furness, Founding Director of the world-famous Human Interface Technology Laboratory at the University of Washington. This book is a re-issue of Sex Drugs and Tessellation, with minor edits.
Virtual Reality 1.0 – The 90's
Author: Ben Delaney
Publisher: CyberEdge Information Services
ISBN: 1513617036
Category : Computers
Languages : en
Pages : 439
Book Description
Did you ever wonder who built the first head-mounted display? Who first detailed a coherent theory of Cyberspace? Who wrote about cybersex and the challenges it creates? Who worried about addiction to VR? Did anyone ever cure cyber-sickness? From 1991 to 1996, CyberEdge Journal covered these stories and hundreds more. CEJ was read in more than 40 countries by thousands of VR investors, researchers, entrepreneurs, vendors, and aficionados. Appreciated for its "No VR Hype" attitude, CyberEdge Journal was the publication of record for the VR industry in the 90's. Author Ben Delaney was the Publisher and Editor of CyberEdge Journal, and was one of the most respected commentators and presenters in the field, and went on to publish the industry-defining multi-year market study, The Market for Visual Simulation/Virtual Reality Systems until 2004. Now that VR is enjoying a renaissance, it's time to understand where it came from, and avoid making the same mistakes that were made in the first golden age of VR, the 1990's. It's also a good time to remember the excitement and sense of adventure, as well as the people, that characterized those time. The 5-star reviewed Virtual Reality 1.0 describes not just some of the hot topics of VR, but also the origins, issues, and solutions that were chronicled in the pages of CyberEdge Journal. Complemented by over 100 photos and drawings, there is a surprisingly contemporary feel to these old articles. In addition, more than a dozen VR pioneers have contributed new reminiscences of their work in VR. Another treat, the book is introduced by one of the acknowledged leaders of VR research and industry, Dr. Thomas Furness, Founding Director of the world-famous Human Interface Technology Laboratory at the University of Washington. This book is a re-issue of Sex Drugs and Tessellation, with minor edits.
Publisher: CyberEdge Information Services
ISBN: 1513617036
Category : Computers
Languages : en
Pages : 439
Book Description
Did you ever wonder who built the first head-mounted display? Who first detailed a coherent theory of Cyberspace? Who wrote about cybersex and the challenges it creates? Who worried about addiction to VR? Did anyone ever cure cyber-sickness? From 1991 to 1996, CyberEdge Journal covered these stories and hundreds more. CEJ was read in more than 40 countries by thousands of VR investors, researchers, entrepreneurs, vendors, and aficionados. Appreciated for its "No VR Hype" attitude, CyberEdge Journal was the publication of record for the VR industry in the 90's. Author Ben Delaney was the Publisher and Editor of CyberEdge Journal, and was one of the most respected commentators and presenters in the field, and went on to publish the industry-defining multi-year market study, The Market for Visual Simulation/Virtual Reality Systems until 2004. Now that VR is enjoying a renaissance, it's time to understand where it came from, and avoid making the same mistakes that were made in the first golden age of VR, the 1990's. It's also a good time to remember the excitement and sense of adventure, as well as the people, that characterized those time. The 5-star reviewed Virtual Reality 1.0 describes not just some of the hot topics of VR, but also the origins, issues, and solutions that were chronicled in the pages of CyberEdge Journal. Complemented by over 100 photos and drawings, there is a surprisingly contemporary feel to these old articles. In addition, more than a dozen VR pioneers have contributed new reminiscences of their work in VR. Another treat, the book is introduced by one of the acknowledged leaders of VR research and industry, Dr. Thomas Furness, Founding Director of the world-famous Human Interface Technology Laboratory at the University of Washington. This book is a re-issue of Sex Drugs and Tessellation, with minor edits.
An Artistic Approach to Virtual Reality
Author: Cyane Tornatzky
Publisher: CRC Press
ISBN: 1000970043
Category : Computers
Languages : en
Pages : 202
Book Description
A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson. Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space. Key Features: · Explores theoretical and practical aspects of using virtual reality for artistic practice. · Includes examples and discussion of virtual reality artworks from award-winning artists. · Discusses topics relevant to virtual reality that are pertinent and persist throughout hardware and software changes. · Provides historical and contemporary discussion of virtual reality artistic works.
Publisher: CRC Press
ISBN: 1000970043
Category : Computers
Languages : en
Pages : 202
Book Description
A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson. Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space. Key Features: · Explores theoretical and practical aspects of using virtual reality for artistic practice. · Includes examples and discussion of virtual reality artworks from award-winning artists. · Discusses topics relevant to virtual reality that are pertinent and persist throughout hardware and software changes. · Provides historical and contemporary discussion of virtual reality artistic works.
Pygmalion's Spectacles
Author: Stanley G. Weinbaum
Publisher: The Floating Press
ISBN: 1775562980
Category : Fiction
Languages : en
Pages : 32
Book Description
Sci-fi luminary Stanley G. Weinbaum first broke through with the hugely influential story "A Martian Odyssey," one of the first to depict an alien being in a somewhat sympathetic light. Written in 1935, the short tale "Pygmalion's Spectacles" is no less innovative: it centers around the implications of a technology that's surprisingly close to what we now call virtual reality.
Publisher: The Floating Press
ISBN: 1775562980
Category : Fiction
Languages : en
Pages : 32
Book Description
Sci-fi luminary Stanley G. Weinbaum first broke through with the hugely influential story "A Martian Odyssey," one of the first to depict an alien being in a somewhat sympathetic light. Written in 1935, the short tale "Pygmalion's Spectacles" is no less innovative: it centers around the implications of a technology that's surprisingly close to what we now call virtual reality.
Proceedings of 10th World Congress on Healthcare & Technologies 2017
Author: ConferenceSeries
Publisher: ConferenceSeries
ISBN:
Category :
Languages : en
Pages : 86
Book Description
July 17-18, 2017 Lisbon, Portugal Key Topics : Healthcare, Healthcare and Primary Healthcare, Healthcare and Public Health, Healthcare and Management, Healthcare and Innovation, Healthcare and Services, Healthcare and Nursing, Healthcare and Infectious Diseases, Healthcare and Chronic Diseases, Healthcare and Mental Health, Healthcare and Nutrition, Healthcare and Technology, Healthcare and Informatics, Healthcare Information Technology, Healthcare and Digital Health, Healthcare and Hospital Management, Healthcare and Alternative Healthcare Medicine, Healthcare and Environmental Health, Healthcare and Global Economics, Entrepreneurs Investment Meet,
Publisher: ConferenceSeries
ISBN:
Category :
Languages : en
Pages : 86
Book Description
July 17-18, 2017 Lisbon, Portugal Key Topics : Healthcare, Healthcare and Primary Healthcare, Healthcare and Public Health, Healthcare and Management, Healthcare and Innovation, Healthcare and Services, Healthcare and Nursing, Healthcare and Infectious Diseases, Healthcare and Chronic Diseases, Healthcare and Mental Health, Healthcare and Nutrition, Healthcare and Technology, Healthcare and Informatics, Healthcare Information Technology, Healthcare and Digital Health, Healthcare and Hospital Management, Healthcare and Alternative Healthcare Medicine, Healthcare and Environmental Health, Healthcare and Global Economics, Entrepreneurs Investment Meet,
ICIDC 2023
Author: Andrew Teoh Beng Jin
Publisher: European Alliance for Innovation
ISBN: 1631904175
Category : Business & Economics
Languages : en
Pages : 716
Book Description
The 2023 2nd International Conference on Information Economy, Data Modeling and Cloud Computing (ICIDC 2023) was therefore held during June 2nd to 4th, 2023 in Nanchang, China (hybrid form). The Conference was attended by more than 100 participants and hosted four keynote speeches, more than 60 oral presentations as well as various poster presentations. The proceedings of ICIDC 2023 cover various topics, including Big Data Finance, E-Commerce and Digital Business, Modeling Method, 3D Modeling, Internet of Things, Cloud Computing Platform, etc. All the papers have been checked through rigorous review and processes to meet the requirements of publication. Data modeling allows us to obtain the dynamic change trend of various indicator data, so how to use big data information to model and study the development trend of economic operation plan is of great significance. And that is exactly the purpose of this conference, focusing on the application of big data in the economic field as well as conducting more profound research in combination with cloud computing.
Publisher: European Alliance for Innovation
ISBN: 1631904175
Category : Business & Economics
Languages : en
Pages : 716
Book Description
The 2023 2nd International Conference on Information Economy, Data Modeling and Cloud Computing (ICIDC 2023) was therefore held during June 2nd to 4th, 2023 in Nanchang, China (hybrid form). The Conference was attended by more than 100 participants and hosted four keynote speeches, more than 60 oral presentations as well as various poster presentations. The proceedings of ICIDC 2023 cover various topics, including Big Data Finance, E-Commerce and Digital Business, Modeling Method, 3D Modeling, Internet of Things, Cloud Computing Platform, etc. All the papers have been checked through rigorous review and processes to meet the requirements of publication. Data modeling allows us to obtain the dynamic change trend of various indicator data, so how to use big data information to model and study the development trend of economic operation plan is of great significance. And that is exactly the purpose of this conference, focusing on the application of big data in the economic field as well as conducting more profound research in combination with cloud computing.
The Thousand Faces of Virtual Reality
Author: Cecília Sík Lányi
Publisher: BoD – Books on Demand
ISBN: 9535117335
Category : Computers
Languages : en
Pages : 182
Book Description
Virtual Reality (VR) has thousand faces. Why? Because from the moment of VRs birth we use it in every field of our life. VR is based on the development of information technology, computer graphics, and strong high speed hardware. VR has high impact not only on research but on our daily living as well. This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. In this book several new applications are presented in three sections. The first part of the book deals with health care applications. It is followed by a literature review of Augmented Reality (AR). The second section contains industry field education disciplines. The last part shows several industry applications and research. This book will be useful for researchers, engineers and students.
Publisher: BoD – Books on Demand
ISBN: 9535117335
Category : Computers
Languages : en
Pages : 182
Book Description
Virtual Reality (VR) has thousand faces. Why? Because from the moment of VRs birth we use it in every field of our life. VR is based on the development of information technology, computer graphics, and strong high speed hardware. VR has high impact not only on research but on our daily living as well. This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. In this book several new applications are presented in three sections. The first part of the book deals with health care applications. It is followed by a literature review of Augmented Reality (AR). The second section contains industry field education disciplines. The last part shows several industry applications and research. This book will be useful for researchers, engineers and students.
Augmented Reality, Virtual Reality, and Computer Graphics
Author: Lucio Tommaso De Paolis
Publisher: Springer
ISBN: 303025965X
Category : Computers
Languages : en
Pages : 428
Book Description
The 2-volume set LNCS 11613 and 11614 constitutes the refereed proceedings of the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2019, held in Santa Maria al Bagno, Italy, in June 2019. The 32 full papers and 35 short papers presented were carefully reviewed and selected from numerous submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. They are organized in the following topical sections: virtual reality; medicine; augmented reality; cultural heritage; education; and industry.
Publisher: Springer
ISBN: 303025965X
Category : Computers
Languages : en
Pages : 428
Book Description
The 2-volume set LNCS 11613 and 11614 constitutes the refereed proceedings of the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2019, held in Santa Maria al Bagno, Italy, in June 2019. The 32 full papers and 35 short papers presented were carefully reviewed and selected from numerous submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. They are organized in the following topical sections: virtual reality; medicine; augmented reality; cultural heritage; education; and industry.
Immersive Virtual and Augmented Reality in Healthcare
Author: Rajendra Kumar
Publisher: CRC Press
ISBN: 1000964043
Category : Computers
Languages : en
Pages : 244
Book Description
The book acts as a guide, taking the reader into the smart system domain and providing theoretical and practical knowledge along with case studies in smart healthcare. The book uses a blend of interdisciplinary approaches such as IoT, blockchain, augmented reality, and virtual reality for the implementation of cost-effective, real-time, and user-friendly solutions for healthcare problems. Immersive Virtual and Augmented Reality in Healthcare: An IoT and Blockchain Perspective presents the trends, best practices, techniques, developments, sensors, materials, and case studies that are using augmented and virtual reality environments with the state-of-the-art latest technologies like IoT, blockchain, and machine learning in the implementation of healthcare systems. The book focuses on the design and implementation of smart healthcare systems with major challenges to further explore more robust and efficient healthcare solutions in terms of low cost, faster algorithms, more sensitive IoT sensors, faster data communication, and real-time solutions for treatment. It discusses the use of virtual and augmented reality and how it can provide user-friendly and interactive communication within healthcare systems. Illustrated through case studies, the book conveys how different hospitals and healthcare equipment providers can adopt good practices found in the book to improve the performance/productivity of their staff and system. The content is rounded out by providing how IoT, blockchain, and artificial intelligence can provide the framework for designing and/or upgrading traditional healthcare systems by increasing security and data privacy. A valuable resource for engineers working with systems, the healthcare professionals involved in the design and development of healthcare devices and systems, researcher scholars, multidisciplinary scientists, students, and academics who are wishing to explore the use of virtual and augmented reality in new and existing healthcare systems.
Publisher: CRC Press
ISBN: 1000964043
Category : Computers
Languages : en
Pages : 244
Book Description
The book acts as a guide, taking the reader into the smart system domain and providing theoretical and practical knowledge along with case studies in smart healthcare. The book uses a blend of interdisciplinary approaches such as IoT, blockchain, augmented reality, and virtual reality for the implementation of cost-effective, real-time, and user-friendly solutions for healthcare problems. Immersive Virtual and Augmented Reality in Healthcare: An IoT and Blockchain Perspective presents the trends, best practices, techniques, developments, sensors, materials, and case studies that are using augmented and virtual reality environments with the state-of-the-art latest technologies like IoT, blockchain, and machine learning in the implementation of healthcare systems. The book focuses on the design and implementation of smart healthcare systems with major challenges to further explore more robust and efficient healthcare solutions in terms of low cost, faster algorithms, more sensitive IoT sensors, faster data communication, and real-time solutions for treatment. It discusses the use of virtual and augmented reality and how it can provide user-friendly and interactive communication within healthcare systems. Illustrated through case studies, the book conveys how different hospitals and healthcare equipment providers can adopt good practices found in the book to improve the performance/productivity of their staff and system. The content is rounded out by providing how IoT, blockchain, and artificial intelligence can provide the framework for designing and/or upgrading traditional healthcare systems by increasing security and data privacy. A valuable resource for engineers working with systems, the healthcare professionals involved in the design and development of healthcare devices and systems, researcher scholars, multidisciplinary scientists, students, and academics who are wishing to explore the use of virtual and augmented reality in new and existing healthcare systems.
Basics of Virtual Reality
Author: Armin Grasnick
Publisher: Springer Nature
ISBN: 3662642018
Category : Computers
Languages : en
Pages : 409
Book Description
Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives. A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function of virtual reality. This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future. This book is a translation of the original German 1st edition Grundlagen der virtuellen Realität by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.
Publisher: Springer Nature
ISBN: 3662642018
Category : Computers
Languages : en
Pages : 409
Book Description
Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives. A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function of virtual reality. This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future. This book is a translation of the original German 1st edition Grundlagen der virtuellen Realität by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.
Communication in the Age of Virtual Reality
Author: Frank Biocca
Publisher: Routledge
ISBN: 1135693579
Category : Language Arts & Disciplines
Languages : en
Pages : 402
Book Description
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?
Publisher: Routledge
ISBN: 1135693579
Category : Language Arts & Disciplines
Languages : en
Pages : 402
Book Description
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?