Virtual Environments ’99

Virtual Environments ’99 PDF Author: Michael Gervautz
Publisher: Springer Science & Business Media
ISBN: 3709168058
Category : Computers
Languages : en
Pages : 201

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Book Description
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.

Virtual Environments ’99

Virtual Environments ’99 PDF Author: Michael Gervautz
Publisher: Springer Science & Business Media
ISBN: 3709168058
Category : Computers
Languages : en
Pages : 201

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Book Description
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 PDF Author: Kelly S. Hale
Publisher: CRC Press
ISBN: 080583270X
Category : Technology & Engineering
Languages : en
Pages : 1273

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Book Description
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 their development efforts and addresses technology concerns, as well as the social and business implications with which those associated with the technology are likely to grapple. While each chapter has a strong theoretical foundation, practical implications are derived and illustrated via the many tables and figures presented throughout the book. The Handbook presents a systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given area of expertise to provide extensive scope and detail on VE technology. After providing an introduction to VE technology, the Handbook organizes the body of knowledge into five main parts: *System Requirements--specifies multimodal system requirements, including physiological characteristics that affect VE system design. *Design Approaches and Implementation Strategies--addresses cognitive design strategies; identifies perceptual illusions that can be leveraged in VE design; discusses navigational issues, such as becoming lost within a virtual world; and provides insights into structured approaches to content design. *Health and Safety Issues--covers direct physiological effects, signs, symptoms, neurophysiology and physiological correlates of motion sickness, perceptual and perceptual-motor adaptation, and social concerns. *Evaluation--addresses VE usability engineering and ergonomics, human performance measurement in VEs, usage protocols; and provides means of measuring and managing visual, proprioceptive, and vestibular aftereffects, as well as measuring and engendering sense of presence. *Selected Applications of Virtual Environments--provides a compendium of VE applications. The Handbook closes with a brief review of the history of VE technology. The final chapter provides information on the VE profession, providing those interested with a number of sources to further their quest for the keys to developing the ultimate virtual world.

Virtual Environments 2000

Virtual Environments 2000 PDF Author: J.D. Mulder
Publisher: Springer Science & Business Media
ISBN: 370916785X
Category : Computers
Languages : en
Pages : 227

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Book Description
This book contains the proceedings of the sixth Eurographics Workshop on Vir tual Environments. The event took place from June 1 to June 2, 2000, in Am sterdam. We hope that readers will find these proceedings to be valuable, not only for virtual environment researchers, but also for practitioners developing or using virtual environment applications. We are glad to report that visibility of the workshop continues to expand and that virtual environment researchers and practitioners from allover the world are submitting papers. This year, 40 papers and case studies were submitted of which 20 were accepted. In addition, we are glad to see that the focus of the workshop is also expanding. We accepted 6 research papers on evaluation of virtual environments and there was a broad sampling of other topics. We would like to thank all those involved in organizing the symposium. In particular, thanks go to Mieke Brune who was in charge of the local organization. In addition, we want to thank the international program committee for their excellent, yet laborious, job in reviewing all submitted papers. The quality of the workshop is a reflection of the quality of the submitted papers and the quality of the reviewing process.

ECSCW ’99

ECSCW ’99 PDF Author: Susanne Bodker
Publisher: Springer Science & Business Media
ISBN: 9401144419
Category : Computers
Languages : en
Pages : 459

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Book Description
Proceedings of the Sixth European Conference on Computer Supported Cooperative Work, 12-16 September 1999, Copenhagen, Denmark.

Collaborative Virtual Environments

Collaborative Virtual Environments PDF Author: Elizabeth F. Churchill
Publisher: Springer Science & Business Media
ISBN: 1447106857
Category : Computers
Languages : en
Pages : 326

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Book Description
A Collaborative Virtual Environment (CVE) is a distributed, virtual reality designed to support collaborative activities. It is a topic of increasing interest to large global corporations, where work teams are often distributed over a large geographic area. Aimed at anyone involved in researching the design of tools for supporting distributed teams of workers, it helps the reader understand the latest technology, state-of-the-art research, and good working practice. Among the topics covered are: systems aspects of CVEs; user centered aspects of environment design; and methodologies for iterative evaluation and design.

Virtual Worlds

Virtual Worlds PDF Author: Jean-Claude Heudin
Publisher: Springer
ISBN: 3540450165
Category : Computers
Languages : en
Pages : 325

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Book Description
Virtual Worlds 2000 is the second in a series of international scientific conferences on virtual worlds held at the International Institute of Multimedia in Paris La Défense (Pôle Universitaire Léonard de Vinci). The term "virtual worlds" generally refers to virtual reality applications or experi ences. We extend the use of these terms to describe experiments that deal with the idea of synthesizing digital worlds on computers. Thus, virtual worlds could be de fined as the study of computer programs that implement digital worlds. Constructing such complex artificial worlds seems to be extremely difficult to do in any sort of complete and realistic manner. Such a new discipline must benefit from a large amount of work in various fields: virtual reality and advanced computer graphics, artificial life and evolutionary computation, simulation of physical systems, and more. Whereas virtual reality has largely concerned itself with the design of 3D immersive graphical spaces, and artificial life with the simulation of living organisms, the field of virtual worlds, is concerned with the synthesis of digital universes considered as wholes, with their own "physical" and "biological" laws.

Handbook of Nature-Inspired and Innovative Computing

Handbook of Nature-Inspired and Innovative Computing PDF Author: Albert Y. Zomaya
Publisher: Springer Science & Business Media
ISBN: 0387277056
Category : Computers
Languages : en
Pages : 737

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Book Description
As computing devices proliferate, demand increases for an understanding of emerging computing paradigms and models based on natural phenomena. Neural networks, evolution-based models, quantum computing, and DNA-based computing and simulations are all a necessary part of modern computing analysis and systems development. Vast literature exists on these new paradigms and their implications for a wide array of applications. This comprehensive handbook, the first of its kind to address the connection between nature-inspired and traditional computational paradigms, is a repository of case studies dealing with different problems in computing and solutions to these problems based on nature-inspired paradigms. The "Handbook of Nature-Inspired and Innovative Computing: Integrating Classical Models with Emerging Technologies" is an essential compilation of models, methods, and algorithms for researchers, professionals, and advanced-level students working in all areas of computer science, IT, biocomputing, and network engineering.

Posthuman Management

Posthuman Management PDF Author: Matthew E. Gladden
Publisher: Defragmenter Media
ISBN: 1944373063
Category : Business & Economics
Languages : en
Pages : 442

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Book Description
What are the best practices for leading a workforce in which human employees have merged cognitively and physically with electronic information systems and work alongside social robots, artificial life-forms, and self-aware networks that are ‘colleagues’ rather than simply ‘tools’? How does one manage organizational structures and activities that span actual and virtual worlds? How are the forces of technological posthumanization transforming the theory and practice of management? This volume explores the reality that an organization’s workers, managers, customers, and other stakeholders increasingly comprise a complex network of human agents, artificial agents, and hybrid human-synthetic entities. The first part of the book develops the theoretical foundations of an emerging ‘organizational posthumanism’ and presents frameworks for understanding and managing the evolving workplace relationship between human and synthetic beings. Other chapters investigate topics such as the likelihood that social robots might utilize charismatic authority to lead human workers; potential roles of AIs as managers of cross-cultural virtual teams; the ethics and legality of entrusting organizational decision-making to spatially diffuse robots that have no discernible physical form; quantitative approaches to comparing managerial capabilities of human and artificial agents; the creation of artificial life-forms that function as autonomous enterprises competing against human businesses; neural implants as gateways that allow human users to participate in new forms of organizational life; and the implications of advanced neuroprosthetics for information security and business model design. As the first comprehensive application of posthumanist methodologies to management, this volume will interest management scholars and management practitioners who must understand and guide the forces of technologization that are rapidly reshaping organizations’ form, dynamics, and societal roles.

E-Learning and Games for Training, Education, Health and Sports

E-Learning and Games for Training, Education, Health and Sports PDF Author: Stefan Göbel
Publisher: Springer
ISBN: 3642334660
Category : Computers
Languages : en
Pages : 207

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Book Description
This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.

Cybernics

Cybernics PDF Author: Yoshiyuki Sankai
Publisher: Springer Science & Business Media
ISBN: 4431541594
Category : Technology & Engineering
Languages : en
Pages : 338

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Book Description
Cybernics plays a significant role in coping with an aging society using state-of-the-art technologies from engineering, clinical medicine and humanities. This new interdisciplinary field studies technologies that enhance, strengthen, and support physical and cognitive functions of human beings, based on the fusion of human, machine, and information systems. The design of a seamless interface for interaction between the interior and exterior of the human body is described in this book from diverse aspects such as the physical, neurophysiological, and cognitive levels. It is the first book to cover the many aspects of cybernics, allowing readers to understand the life support robotics technology for the elderly, including remote, in-home, hospital, institutional, community medical welfare, and vital-sensing systems. Serving as a valuable resource, this volume will interest not only graduate students, scientists, and engineers but also newcomers to the field of cybernics.