IEEE 1998 Virtual Reality Annual International Symposium

IEEE 1998 Virtual Reality Annual International Symposium
Author:
Publisher: I E E E
Total Pages: 322
Release: 1998
Genre: Computers
ISBN:

This text covers the Virtual Reality Annual International Symposium, 1998. It should be suitable for researchers, professors, practitioners, students and other computing professionals.

Proceedings of International Conference on Intelligent Computing, Information and Control Systems

Proceedings of International Conference on Intelligent Computing, Information and Control Systems
Author: A. Pasumpon Pandian
Publisher: Springer Nature
Total Pages: 972
Release: 2021-01-24
Genre: Technology & Engineering
ISBN: 9811584435

This book is a collection of papers presented at the International Conference on Intelligent Computing, Information and Control Systems (ICICCS 2020). It encompasses various research works that help to develop and advance the next-generation intelligent computing and control systems. The book integrates the computational intelligence and intelligent control systems to provide a powerful methodology for a wide range of data analytics issues in industries and societal applications. The book also presents the new algorithms and methodologies for promoting advances in common intelligent computing and control methodologies including evolutionary computation, artificial life, virtual infrastructures, fuzzy logic, artificial immune systems, neural networks and various neuro-hybrid methodologies. This book is pragmatic for researchers, academicians and students dealing with mathematically intransigent problems.

Virtual Reality and Augmented Reality

Virtual Reality and Augmented Reality
Author: Patrick Bourdot
Publisher: Springer Nature
Total Pages: 343
Release: 2019-10-07
Genre: Computers
ISBN: 3030319083

This book constitutes the refereed proceedings of the 16th International Conference on Virtual Reality and Augmented Reality, EuroVR 2019, held in Tallinn, Estonia, in October 2019. The 11 full papers and 5 short papers presented together with 8 scientific posters were carefully reviewed and selected from 54 submissions. The papers are organized in topical sections named: Immersive Interaction; Training, Teaching and Learning; Industrial Applications and Data Analysis; Perception, Cognition and Evaluation; and Scientific Posters.

Virtual Environments ’98

Virtual Environments ’98
Author: Martin Göbel
Publisher: Springer Science & Business Media
Total Pages: 345
Release: 2012-12-06
Genre: Computers
ISBN: 3709175194

Ten years after Virtual Environment research started with NASA’s VIEW project, these techniques are now exploited in industry to speed up product development cycles, to ensure higher product quality, and to encourage early training on and for new products. Especially the automotive industry, but also the oil and gas industry are driving the use of these techniques in their works. The papers in this volume reflect all the different tracks of the workshop: reviewed technical papers as research contributions, summaries on panels of VE applications in the automotive, the medical, the telecommunication and the geoscience field, a panel discussing VEs as the future workspace, invited papers from experts reporting from VEs for entertainment industry, for media arts, for supercomputing and productivity enhancement. Short industrial case studies, reporting very briefly from ongoing industrial activities complete this state of the art snapshot.

Understanding Virtual Reality

Understanding Virtual Reality
Author: William R. Sherman
Publisher: Morgan Kaufmann
Total Pages: 623
Release: 2003
Genre: Computers
ISBN: 1558603530

Of interest to developers of virtual reality applications and others interested in potential uses for virtual reality, this book presents a selection of useful VR applications and gives readers guidance on how VR might be applied.

Virtual Reality

Virtual Reality
Author: Jae-Jin Kim
Publisher: BoD – Books on Demand
Total Pages: 690
Release: 2011-01-08
Genre: Computers
ISBN: 953307518X

Technological advancement in graphics and other human motion tracking hardware has promoted pushing "virtual reality" closer to "reality" and thus usage of virtual reality has been extended to various fields. The most typical fields for the application of virtual reality are medicine and engineering. The reviews in this book describe the latest virtual reality-related knowledge in these two fields such as: advanced human-computer interaction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgical treatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educational and industrial uses. In addition, the considerations for virtual worlds in human society are discussed. This book will serve as a state-of-the-art resource for researchers who are interested in developing a beneficial technology for human society.

Embedded Systems and Artificial Intelligence

Embedded Systems and Artificial Intelligence
Author: Vikrant Bhateja
Publisher: Springer Nature
Total Pages: 880
Release: 2020-04-07
Genre: Technology & Engineering
ISBN: 9811509476

This book gathers selected research papers presented at the First International Conference on Embedded Systems and Artificial Intelligence (ESAI 2019), held at Sidi Mohamed Ben Abdellah University, Fez, Morocco, on 2–3 May 2019. Highlighting the latest innovations in Computer Science, Artificial Intelligence, Information Technologies, and Embedded Systems, the respective papers will encourage and inspire researchers, industry professionals, and policymakers to put these methods into practice.

Workshop Proceedings of the 10th International Conference on Intelligent Environments

Workshop Proceedings of the 10th International Conference on Intelligent Environments
Author: J.C. Augusto
Publisher: IOS Press
Total Pages: 316
Release: 2014-07-03
Genre: Computers
ISBN: 1614994110

Advances in the engineering of sensing and acting capabilities, distributed in a wide range of specialized devices nowadays, provide an opportunity for the fundamental advances in computer science made in the past few decades to impact our daily lives. Sensors/actuators deployed in a physical space – a house, an office, a classroom, a car, a street – facilitate a link between an automated decision-making system and a technologically-enriched space. The Intelligent Environment, a digital environment that supports people in their daily lives, is a very active area of research which is attracting an increasing number of professionals (both in academia and industry) worldwide. The prestigious 10th International Conference on Intelligent Environments (IE’14) is focused on the development of advanced Intelligent Environments and stimulates the discussion on several specific topics that are crucial to the future of the area. This volume is the combined proceedings of the workshops co-located with IE’14: 9th Workshop on Artificial Intelligence Techniques for Ambient Intelligence (AITAmI’14); 2nd International Workshop on Applications of Affective Computing in Intelligent Environments (ACIE’14); 3rd edition of the Workshop on Future Intelligent Educational Environments (WOFIEE’14); 2nd Workshop on Cloud-of-Things 2014 (CoT’14); 3rd International Workshop on the Reliability of Intelligent Environments (WoRIE 2014); 4th Workshop on Creative Science 2014 (CS’14); and 1st Workshop on Hyperrealistic Intelligent Environments 2014 (HyperRealitIE’14). This book offers an overview of the latest developments in key areas of the development of Intelligent Environments.

Networked Graphics

Networked Graphics
Author: Anthony Steed
Publisher: Elsevier
Total Pages: 535
Release: 2009-10-30
Genre: Computers
ISBN: 0080922236

Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. - Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources - The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments - Case studies describing real-world systems show how requirements and constraints can be managed

3D User Interfaces

3D User Interfaces
Author: Joseph J. LaViola Jr.
Publisher: Addison-Wesley Professional
Total Pages: 884
Release: 2017-04-07
Genre: Computers
ISBN: 0134034465

The Complete, Up-To-Date Guide to Building Great 3D User Interfaces for Any Application 3D interaction is suddenly everywhere. But simply using 3D input or displays isn’t enough: 3D interfaces must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today’s most comprehensive primary reference to building state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interaction—indispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application. Coverage Includes 3D user interfaces: evolution, elements, and roadmaps Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices What 3D UI designers should know about human sensory systems and cognition ergonomics How proven human-computer interaction techniques apply to 3D UIs 3D UI output hardware for visual, auditory, and haptic/ tactile systems Obtaining 3D position, orientation, and motion data for users in physical space 3D object selection and manipulation Navigation and wayfinding techniques for moving through virtual and physical spaces Changing application state with system control techniques, issuing commands, and enabling other forms of user input Strategies for choosing, developing, and evaluating 3D user interfaces Utilizing 2D, “magic,” “natural,” multimodal, and two-handed interaction The future of 3D user interfaces: open research problems and emerging technologies