Effect Of Depth Of Field Controlled By Eye Tracking In 3d Environments
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Author | : Minhua Ma |
Publisher | : Springer |
Total Pages | : 155 |
Release | : 2012-02-21 |
Genre | : Computers |
ISBN | : 3642238343 |
This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA 2011, held in Lisbon, Portugal in September 2011. The 13 revised full papers presented were carefully reviewed and selected for publication. Among the topics addressed are virtual reality, computer assisted learning, computer graphics, tutoring systems, e-learning, e-culture, and guiding systems.
Author | : Chaabane Djeraba |
Publisher | : Springer Science & Business Media |
Total Pages | : 226 |
Release | : 2010-06-30 |
Genre | : Computers |
ISBN | : 144190316X |
Multi-Modal User Interactions in Controlled Environments investigates the capture and analysis of user’s multimodal behavior (mainly eye gaze, eye fixation, eye blink and body movements) within a real controlled environment (controlled-supermarket, personal environment) in order to adapt the response of the computer/environment to the user. Such data is captured using non-intrusive sensors (for example, cameras in the stands of a supermarket) installed in the environment. This multi-modal video based behavioral data will be analyzed to infer user intentions while assisting users in their day-to-day tasks by adapting the system’s response to their requirements seamlessly. This book also focuses on the presentation of information to the user. Multi-Modal User Interactions in Controlled Environments is designed for professionals in industry, including professionals in the domains of security and interactive web television. This book is also suitable for graduate-level students in computer science and electrical engineering.
Author | : Klaus Schoeffmann |
Publisher | : Springer |
Total Pages | : 815 |
Release | : 2012-01-03 |
Genre | : Computers |
ISBN | : 3642273556 |
This book constitutes the refereed proceedings of the 18th International Multimedia Modeling Conference, MMM 2012, held in Klagenfurt, Austria, in January 2012. The 38 revised regular papers, 12 special session papers, 15 poster session papers, and 6 demo session papers were carefully reviewed and selected from 142 submissions. The papers are organized in the following topical sections: annotation, annotation and interactive multimedia applications, event and activity, mining and mobile multimedia applications, search, summarization and visualization, visualization and advanced multimedia systems, and the special sessions: interactive and immersive entertainment and communication, multimedia preservation: how to ensure multimedia access over time, multi-modal and cross-modal search, and video surveillance.
Author | : Julio Abascal |
Publisher | : Springer |
Total Pages | : 662 |
Release | : 2015-08-31 |
Genre | : Computers |
ISBN | : 3319226681 |
The four-volume set LNCS 9296-9299 constitutes the refereed proceedings of the 15th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2015, held in Bamberg, Germany, in September 2015. The 47 papers included in the second volume are organized in topical sections on computer-supported cooperative work and social computing; end-user development; evaluation methods / usability evaluation; eye tracking; gesture interaction; HCI and security; HCI for developing regions and social development; HCI for education.
Author | : Veronica Sundstedt |
Publisher | : Springer Nature |
Total Pages | : 95 |
Release | : 2022-05-31 |
Genre | : Mathematics |
ISBN | : 3031795520 |
Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games. Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion
Author | : Michael Schulte-Mecklenbeck |
Publisher | : Routledge |
Total Pages | : 409 |
Release | : 2019-06-10 |
Genre | : Psychology |
ISBN | : 1351662767 |
A Handbook of Process Tracing Methods demonstrates how to better understand decision outcomes by studying decision processes, through the introduction of a number of exciting techniques. Decades of research have identified numerous idiosyncrasies in human decision behavior, but some of the most recent advances in the scientific study of decision making involve the development of sophisticated methods for understanding decision process—known as process tracing. In this volume, leading experts discuss the application of these methods and focus on the best practices for using some of the more popular techniques, discussing how to incorporate them into formal decision models. This edition has been expanded and thoroughly updated throughout, and now includes new chapters on mouse tracking, protocol analysis, neurocognitive methods, the measurement of valuation, as well as an overview of important software packages. The volume not only surveys cutting-edge research to illustrate the great variety in process tracing techniques, but also serves as a tutorial for how the novice researcher might implement these methods. A Handbook of Process Tracing Methods will be an essential read for all students and researchers of decision making.
Author | : Thomas H. Kolbe |
Publisher | : Springer Science & Business Media |
Total Pages | : 303 |
Release | : 2011-03-23 |
Genre | : Science |
ISBN | : 3642126707 |
During the last decade developments in 3D Geoinformation have made substantial progress. We are about to have a more complete spatial model and understanding of our planet in different scales. Hence, various communities and cities offer 3D landscape and city models as valuable source and instrument for sustainable management of rural and urban resources. Also municipal utilities, real estate companies etc. benefit from recent developments related to 3D applications. To meet the challenges due to the newest changes academics and practitioners met at the 5th International Workshop on 3D Geoinformation in order to present recent developments and to discuss future trends. This book comprises a selection of evaluated, high quality papers that were presented at this workshop in November 2010. The topics focus explicitly on the last achievements (methods, algorithms, models, systems) with respect to 3D geo-information requirements. The book is aimed at decision makers and experts as well at students interested in the 3D component of geographical information science including GI engineers, computer scientists, photogrammetrists, land surveyors, urban planners, and mapping specialists.
Author | : Randall Shumaker |
Publisher | : Springer |
Total Pages | : 417 |
Release | : 2013-06-12 |
Genre | : Computers |
ISBN | : 3642394051 |
Here is the first of a two-volume set (LNCS 8021 and 8022) that constitutes the refereed proceedings of the 5th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 88 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The papers included in this volume are organized in the following topical sections: developing augmented and virtual environments, interaction in augmented and virtual environments, human-robot interaction in virtual environments, and presence and tele-presence. ; healthcare and medical applications; virtual and augmented environments for learning and education; business, industrial and military applications; culture and entertainment applications.
Author | : Jeffrey A. Okun |
Publisher | : Taylor & Francis |
Total Pages | : 1064 |
Release | : 2010 |
Genre | : Computers |
ISBN | : 0240812425 |
Wisdom from the best and the brightest in the industry, this visual effects bible belongs on the shelf of anyone working in or aspiring to work in VFX. The book covers techniques and solutions all VFX artists, producers, and supervisors need to know, from preproduction, to digital character creation and compositing of both live-action and CG elements. In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. Written by 88 top leading visual effects practitioners and covering everything about visual effects from pre-production, production, and post-production. Simply a must-have book for anyone working in or wanting to work in the VFX industry. A Note on the Kindle Version: There are several images throughout chapters 3, 5, 6, and 7 that are not visible in the Kindle edition of this book due to rights restrictions. Special Thanks The completion of this book required the efforts of many hardworking, talented and dedicated people in order to help it become a reality. Accordingly, the VES and Focal Press would like to offer very special thanks to all of our team Captains and Co-Captains: Chapter 1: Michael Fink, Captain Jacquelyn Ford Morie, Co-Captain Chapter 2: Scott Squires, Captain Mat Beck, Co-Captain Chapter 3: Bill Taylor Chapter 4: John Root, Captain Demian Gordon, Co-Captain Chapter 5: Rob Engle, Captain Lenny Lipton, Co-Captain Chapter 6: Marshall Krasser, Captain Chapter 7: Kevin Rafferty, Captain Chapter 8: Richard Taylor, Captain Habib Zargarpour, Co-Captain Chapter 9: Stephan V. Bugaj, Captain Lyndon Barrois, Co-Captain Chapter 10: Dan Novy, Captain Stephan V. Bugaj, Co-Captain Additionally, we would like to thank Ron Brinkmann and Lenny Lipton for the exhaustive efforts in compiling the Glossary
Author | : Dieter Schmalstieg |
Publisher | : Addison-Wesley Professional |
Total Pages | : 751 |
Release | : 2016-06-01 |
Genre | : Computers |
ISBN | : 0133153207 |
Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.