Human Walking in Virtual Environments

Human Walking in Virtual Environments
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.

Spatial Cognition VII

Spatial Cognition VII
Author: Christoph Hölscher
Publisher: Springer Science & Business Media
Total Pages: 357
Release: 2010-07-30
Genre: Computers
ISBN: 3642147488

This is the seventh volume of a series of books on fundamental research in spatial cognition. As with past volumes, the research presented here spans a broad range of research traditions, for spatial cognition concerns not just the basic spatial behavior of biological and artificial agents, but also the reasoning processes that allow spatial planning across broad spatial and temporal scales. Spatial information is critical for coordinated action and thus agents interacting with objects and moving among objects must be able to perceive spatial relations, learn about these relations, and act on them, or store the information for later use, either by themselves or communicated to others. Research on this problem has included both psychology, which works to understand how humans and other mobile organisms solve these problems, and computer science, which considers the nature of the information available in the world and a formal consideration of how these problems might be solved. Research on human spatial cognition also involves the application of representations and processes that may have evolved to handle object and location information to reasoning about higher-order problems, such as displaying non-spatial information in diagrams. Thus, work in s- tial cognition extends beyond psychology and computer science into many disciplines including geography and education. The Spatial Cognition conference offers one of the few forums for consideration of the issues spanning this broad academic range.

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

Being Really Virtual

Being Really Virtual
Author: Frank Steinicke
Publisher: Springer
Total Pages: 175
Release: 2016-10-22
Genre: Computers
ISBN: 3319430785

This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.

The Digital Gaming Handbook

The Digital Gaming Handbook
Author: Roberto Dillon
Publisher: CRC Press
Total Pages: 283
Release: 2020-07-15
Genre: Computers
ISBN: 1000093549

The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games
Author: Newton Lee
Publisher: Springer Nature
Total Pages: 2150
Release: 2024-01-19
Genre: Computers
ISBN: 3031231619

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Technological Innovation for Sustainability

Technological Innovation for Sustainability
Author: Luis M. Camarinha-Matos
Publisher: Springer
Total Pages: 606
Release: 2011-02-14
Genre: Business & Economics
ISBN: 3642191703

This book constitutes the refereed proceedings of the Second IFIP WG 5.5/SOCOLNET Doctoral Conference on Computing, Electrical and Industrial Systems, DoCEIS 2011, held in Costa de Caparica, Portugal, in February 2011. The 67 revised full papers were carefully selected from numerous submissions. They cover a wide spectrum of topics ranging from collaborative enterprise networks to microelectronics. The papers are organized in topical sections on collaborative networks, service-oriented systems, computational intelligence, robotic systems, Petri nets, sensorial and perceptional systems, sensorial systems and decision, signal processing, fault-tolerant systems, control systems, energy systems, electrical machines, and electronics.

Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration

Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration
Author: Panayiotis Zaphiris
Publisher: Springer
Total Pages: 403
Release: 2019-07-10
Genre: Computers
ISBN: 3030218171

This two-volume set LNCS 11590 and 11591 constitutes the refereed proceedings of the 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, FL, USA in July 2019. The 1274 full papers 209 posters presented at the HCII 2019 conferences were carefully reviewed and selected from 5029 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: mobile and ubiquitous learning; virtual reality and augmented reality systems for learning; and collaborative technology.