Facets Of Virtual Environments
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Author | : Kelly S. Hale |
Publisher | : CRC Press |
Total Pages | : 1273 |
Release | : 2002-01-01 |
Genre | : Technology & Engineering |
ISBN | : 0585399107 |
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
Author | : Davi Ottenheimer |
Publisher | : John Wiley & Sons |
Total Pages | : 458 |
Release | : 2012-04-23 |
Genre | : Computers |
ISBN | : 1118239261 |
A step-by-step guide to identifying and defending against attacks on the virtual environment As more and more data is moved into virtual environments the need to secure them becomes increasingly important. Useful for service providers as well as enterprise and small business IT professionals the book offers a broad look across virtualization used in various industries as well as a narrow view of vulnerabilities unique to virtual environments. A companion DVD is included with recipes and testing scripts. Examines the difference in a virtual model versus traditional computing models and the appropriate technology and procedures to defend it from attack Dissects and exposes attacks targeted at the virtual environment and the steps necessary for defense Covers information security in virtual environments: building a virtual attack lab, finding leaks, getting a side-channel, denying or compromising services, abusing the hypervisor, forcing an interception, and spreading infestations Accompanying DVD includes hands-on examples and code This how-to guide arms IT managers, vendors, and architects of virtual environments with the tools they need to protect against common threats.
Author | : Andrzej Grabowski |
Publisher | : CRC Press |
Total Pages | : 183 |
Release | : 2020-07-29 |
Genre | : Technology & Engineering |
ISBN | : 100007725X |
Virtual reality (VR) techniques are becoming increasingly popular. The use of computer modeling and visualization is no longer uncommon in the area of ergonomics and occupational health and safety. This book explains how studies conducted in a simulated virtual world are making it possible to test new solutions for designed workstations, offering a high degree of ease for introducing modifications and eliminating risk and work-related accidents. Virtual reality techniques offer a wide range of possibilities including increasing the cognitive abilities of the elderly, adapting workstations for people with disabilities and special needs, and remote control of machines using collaborative robots. Detailed discussions include: Testing protective devices, safety systems, and the numerical reconstruction of work accidents Using computer simulation in generic virtual environments On the one hand, it is a self-study book made so by well-crafted and numerous examples. On the other hand, through a detailed analysis of the virtual reality from a point of view of work safety and ergonomics and health improvement. Ewa Grabska, Jagiellonian University, Kraków, Poland Noteworthy is the broad scope and diversity of the addressed problems, ranging from training employees using VR environments with different degrees of perceived reality; training and rehabilitation of the elderly; to designing, testing, modifying, and adapting workplaces to various needs including those of disabled workers; to simulation and investigation of the cause of accidents at a workplace. Andrzej Krawiecki, Warsaw University of Technology, Warsaw, Poland
Author | : Jens Blauert |
Publisher | : Springer Science & Business Media |
Total Pages | : 404 |
Release | : 2005-05-20 |
Genre | : Computers |
ISBN | : 9783540221623 |
- Speech Generation: Acoustics, Models and Applications (Arild Lacroix). - The Evolution of Digital Audio Technology (John Mourjopoulos). - Audio-Visual Interaction (Armin Kohlrausch) . - Speech and Audio Coding (Ulrich Heute) . - Binaural Technique (Dorte Hammerhoei, Henrik Moeller). - Auditory Virtual Environment (Pedro Novo). - Evolutionary Adaptions for Auditory Communication (Georg Klump). - A Functional View on the Human Hearing Organ (Herbert Hudde). - Modeling of Binaural Hearing (Jonas Braasch). - Psychoacoustics and Sound Quality (Hugo Fastl). - Semiotics for Engineers (Ute Jekosch). - Quality of Transmitted Speech for Humans and Machines (Sebastian Möller).
Author | : Frank Steinicke |
Publisher | : Springer Science & Business Media |
Total Pages | : 405 |
Release | : 2013-05-15 |
Genre | : Technology & Engineering |
ISBN | : 1441984321 |
This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.
Author | : Yang, Harrison Hao |
Publisher | : IGI Global |
Total Pages | : 404 |
Release | : 2011-07-31 |
Genre | : Computers |
ISBN | : 1609607635 |
Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.
Author | : Qin Gao |
Publisher | : Springer Nature |
Total Pages | : 447 |
Release | : |
Genre | : |
ISBN | : 3031615468 |
Author | : Matjaž Mihelj |
Publisher | : Springer Science & Business Media |
Total Pages | : 236 |
Release | : 2013-09-03 |
Genre | : Technology & Engineering |
ISBN | : 9400769105 |
As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of different applications, focusing on augmented reality as a special case. Though the content is primarily VR-related, it is also relevant for many other fields.
Author | : Dieter Fritsch |
Publisher | : MDPI |
Total Pages | : 196 |
Release | : 2019-10-04 |
Genre | : Computers |
ISBN | : 303921568X |
The book is dealing with recent progress in human–computer interaction (HCI) related to geographic information science (GIS). The Editorial starts with an overview about the evolution of the Internet and first HCI concepts and stimulates recent HCI developments using 3D and 4D apps, running on all mobile devices with OS Android, iOS, Linus, and Windows. Eight research articles present the state-of-the-art in HCI–GIS-related issues, starting with gender and age differences in using indoor maps via the estimation of building heights from space to an efficient visualization method for polygonal data with dynamic simplification. The review article deals with progress and challenges on entity alignment of geographic knowledge bases.
Author | : Chaoqun Shen |
Publisher | : European Alliance for Innovation |
Total Pages | : 568 |
Release | : 2024-01-11 |
Genre | : Computers |
ISBN | : 163190440X |
The 2023 2nd International Conference on Art Design and Digital Technology (ADDT 2023) was successfully held on September 15-17, 2023 in Xi'an, China. ADDT 2023 created a forum for idea sharing and research exchange, opened up new perspectives in related fields and broadened the horizons of all participants. In the conference, 100 individuals around the world took part in the conference. Divided into three parts, the conference agenda covered keynote speeches, oral presentations and online Q&A discussion. Firstly, the keynote speakers were each allocated 30-45 minutes to address their speeches. Then in the oral presentations, the excellent papers we had selected were presented by their authors one by one. We are glad to share with you that we’ve selected a bunch of high-quality papers from the submissions and compiled them into the proceedings after rigorously reviewing them. These papers feature but are not limited to the following topics: Computer Art, Visual Design, Digital Media, Innovative Technology, etc. All the papers have been checked through rigorous review and processes to meet the requirements of publication. We would like to acknowledge all of those who supported ADDT 2023 and made it a great success. In particular, we would like to thank the European Alliance for Innovation (EAI), for the hard work of all its colleagues in publishing this paper volume. We sincerely hope that the ADDT 2023 turned out to be a forum for excellent discussions that enable new ideas to come about, promoting collaborative research.