Vision in 3D Environments

Vision in 3D Environments
Author: Laurence R. Harris
Publisher:
Total Pages: 370
Release: 2011
Genre: Binocular vision
ISBN: 9781139113069

Top researchers explore the latest cutting-edge research into the perception of 3D environments, presenting both biological and computational perspectives.

Designing Immersive Video Games Using 3DUI Technologies

Designing Immersive Video Games Using 3DUI Technologies
Author: Arun K. Kulshreshth
Publisher: Springer
Total Pages: 122
Release: 2018-05-29
Genre: Computers
ISBN: 3319779532

A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.

Visual Information Systems. Web-Based Visual Information Search and Management

Visual Information Systems. Web-Based Visual Information Search and Management
Author: Monica Sebillo
Publisher: Springer Science & Business Media
Total Pages: 352
Release: 2008-08-28
Genre: Computers
ISBN: 3540858903

This book constitutes the thoroughly refereed proceedings of the 10th International Conference on Visual Information Systems, VISUAL 2008, held in Salerno, Italy, September 11-12, 2008. The 35 papers presented in this volume, together with 3 keynote speeches, were carefully reviewed and selected from 58 submissions. The topics covered are information and data visualization; advances techniques for visual information management; mobile visual information systems; image and video indexing and retrieval; applications of visual information systems; and industrial experiences.

Designing Virtual Reality Systems

Designing Virtual Reality Systems
Author: Gerard Kim
Publisher: Springer Science & Business Media
Total Pages: 238
Release: 2007-01-04
Genre: Computers
ISBN: 1846282306

Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting. This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided. Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.

Advances in Computer Graphics

Advances in Computer Graphics
Author: Nadia Magnenat-Thalmann
Publisher: Springer Nature
Total Pages: 717
Release: 2021-10-10
Genre: Computers
ISBN: 3030890295

This book constitutes the refereed proceedings of the 38th Computer Graphics International Conference, CGI 2021, held virtually in September 2021. The 44 full papers presented together with 9 short papers were carefully reviewed and selected from 131 submissions. The papers are organized in the following topics: computer animation; computer vision; geometric computing; human poses and gestures; image processing; medical imaging; physics-based simulation; rendering and textures; robotics and vision; visual analytics; VR/AR; and engage.

Human-computer Interaction

Human-computer Interaction
Author: Michitaka Hirose
Publisher: IOS Press
Total Pages: 1312
Release: 2001
Genre: Computers
ISBN: 9781586031886

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.

Virtual and Mixed Reality - New Trends, Part I

Virtual and Mixed Reality - New Trends, Part I
Author: Randall Shumaker
Publisher: Springer Science & Business Media
Total Pages: 423
Release: 2011-06-24
Genre: Computers
ISBN: 3642220207

The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 43 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: augmented reality applications; virtual and immersive environments; novel interaction devices and techniques in VR; human physiology and behavior in VR environments.

Handbook of Virtual Environments

Handbook of Virtual Environments
Author: Kelly S. Hale
Publisher: CRC Press
Total Pages: 1371
Release: 2014-09-10
Genre: Computers
ISBN: 1466511850

A Complete Toolbox of Theories and TechniquesThe second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents 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

Computer Applications for Communication, Networking, and Digital Contents

Computer Applications for Communication, Networking, and Digital Contents
Author: Tai-hoon Kim
Publisher: Springer
Total Pages: 396
Release: 2012-11-28
Genre: Computers
ISBN: 3642355943

This volume constitutes the refereed proceedings of the International Conferences, FGCN and DCA 2012, held as part of the Future Generation Information Technology Conference, FGIT 2012, Kangwondo, Korea, in December 2012. The papers presented were carefully reviewed and selected from numerous submissions and focus on the various aspects of future generation communication and networking, and digital contents and applications.

Handbook of Human Factors and Ergonomics

Handbook of Human Factors and Ergonomics
Author: Gavriel Salvendy
Publisher: John Wiley & Sons
Total Pages: 1754
Release: 2012-03-13
Genre: Technology & Engineering
ISBN: 0470528389

The fourth edition of the Handbook of Human Factors and Ergonomics has been completely revised and updated. This includes all existing third edition chapters plus new chapters written to cover new areas. These include the following subjects: Managing low-back disorder risk in the workplace Online interactivity Neuroergonomics Office ergonomics Social networking HF&E in motor vehicle transportation User requirements Human factors and ergonomics in aviation Human factors in ambient intelligent environments As with the earlier editions, the main purpose of this handbook is to serve the needs of the human factors and ergonomics researchers, practitioners, and graduate students. Each chapter has a strong theory and scientific base, but is heavily focused on real world applications. As such, a significant number of case studies, examples, figures, and tables are included to aid in the understanding and application of the material covered.