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Books > Computing & IT > Applications of computing > Virtual reality

Frontiers of Human-Centered Computing, Online Communities and Virtual Environments (Hardcover, 2001 ed.): Rae Earnshaw, Richard... Frontiers of Human-Centered Computing, Online Communities and Virtual Environments (Hardcover, 2001 ed.)
Rae Earnshaw, Richard Guedj, Andries van Dam, John Vince
R5,720 Discovery Miles 57 200 Ships in 10 - 15 working days

This volume presents the results of a joint National Science Foundation and European Commission Workshop which was set up to identify the future key strategic research directions in the areas of human-centred interaction, online communities and virtual environments. A research agenda is proposed for each area. There is an urgent need to make interaction more centred around human needs and capabilities, and to consider the human environment in virtual environments and in other contextual information-processing activities. The overall goal is to make users more effective in their information or communication tasks by reducing learning times, speeding up performance, lowering error rates, facilitating retention, and increasing subjective satisfaction. Online communities is an area of rapid and dynamic growth with new kinds of interaction, behaviours, communication, and relationship to the world of users and information. Guidelines for basic user interface design need to be extended to accommodate these new technologies and interfaces to users. Fruitful lines of research investigation in all these areas are set out in this book.

Virtual Reality and Augmented Reality - 14th EuroVR International Conference, EuroVR 2017, Laval, France, December 12-14, 2017,... Virtual Reality and Augmented Reality - 14th EuroVR International Conference, EuroVR 2017, Laval, France, December 12-14, 2017, Proceedings (Paperback, 1st ed. 2017)
Jernej Barbic, Mirabelle D'cruz, Marc Erich Latoschik, Mel Slater, Patrick Bourdot
R2,037 Discovery Miles 20 370 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 14th International Conference on Virtual Reality and Augmented Reality, EuroVR 2017, held in Laval, France, in December 2017. The 10 full papers and 2 short papers presented were carefully reviewed and selected from 36 submissions. The papers are organized in four topical sections: interaction models and user studies, visual and haptic real-time rendering, perception and cognition, and rehabilitation and safety.

Virtual Community Building and the Information Society - Current and Future Directions (Hardcover, New): Christo El Morr,... Virtual Community Building and the Information Society - Current and Future Directions (Hardcover, New)
Christo El Morr, Pierre Maret
R5,192 Discovery Miles 51 920 Ships in 10 - 15 working days

Emergent technologies, including ambient intelligence and pervasive computing, promise a considerable advance in the way people use virtual communities, and new, innovative applications are making virtual communities more dynamic and usable than ever. Virtual Community Building and the Information Society: Current and Future Directions offers a holistic approach to virtual communities, providing relevant theoretical frameworks and presenting the latest empirical research on virtual technology, infrastructures, content modeling, knowledge modeling, content management, context awareness, mobility, security and trust. It also explores the social impact and applications of virtual communities, providing valuable insights for professionals, researchers, and managers in fields including information systems, computer science, knowledge management, software engineering, healthcare, business, information and communication sciences, education, and sociology who want to improve their understanding of the strategic role of virtual communities in the information society.

Storytelling in Video Games - The Art of the Digital Narrative (Paperback): Amy M Green Storytelling in Video Games - The Art of the Digital Narrative (Paperback)
Amy M Green
R1,403 R671 Discovery Miles 6 710 Save R732 (52%) Ships in 12 - 17 working days

This book explores video games as important cultural artifacts and as sources of powerful, compelling storytelling. It begins by considering the fundamental structures of video games-including immersion and player agency-and deepens the exploration of such elements by considering how each plays a role in storytelling. The book moves from the theoretical to the practical by considering numerous modern games and the stories they tell through careful, considered analysis of each title's story. Games considered at length include the Mass Effect series, BioShock, The Last of Us and many more. The book also explores genres like the visual novel, which are less frequently considered in video game study. What emerges from this book, which appeals to academics, game enthusiasts, and the general public, is the importance of considering video games as serious and important sources of storytelling exploring complex thematic subjects like identity, morality, and the impact of player choice.

The Advanced Game Narrative Toolbox (Paperback): Tobias Heussner The Advanced Game Narrative Toolbox (Paperback)
Tobias Heussner
R430 R406 Discovery Miles 4 060 Save R24 (6%) Ships in 5 - 10 working days

The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today's challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by learning and trying the techniques used by the professionals of game writing.

Social Computing and Virtual Communities (Paperback): Panayiotis Zaphiris, Chee Siang Ang Social Computing and Virtual Communities (Paperback)
Panayiotis Zaphiris, Chee Siang Ang
R2,115 Discovery Miles 21 150 Ships in 12 - 17 working days

Growing more quickly than we can study or come to fully understand it, social computing is much more than the next thing. Whether it is due more to technology-driven convenience or to the basic human need to find kindred connection, online communication and communities are changing the way we live. Social Computing and Virtual Communities compiles contributions from international experts to offer the sort of multidisciplinary study that is required in any investigation of communities. Delving fully into theories and methods, application areas, and types of online social environments, this book - Introduces several theories regarding online social interaction Provides a general overview of methodologies, qualitative and quantitative, for analyzing and evaluating virtual communities Makes an in-depth investigation into e-learning communities and the formation of social networks of learners Examines healthcare communities motivated by physical pain, illness, and burdensome symptoms Discusses intellectual property (IP) issues, including those involving user-generated content Delves into the topic of online trust Introduces virtual communities, in which users immerse themselves in a 3D virtual environment, including MMORPG (massively multiplayer online role playing games) Presents an unusual community of older people of Chinese culture who perceive virtual communities as a place where old beliefs and traditional norms can be preserved Explores the rapid rise of social networking sites (SNS) Books of this kind are uncommon. This work not only provides case studies of different domains of virtual communities and different types of social technologies but also emphasizes theoretical and methodological aspects required to research and analyze such communities.

Learning Web-based Virtual Reality - Build and Deploy Web-based Virtual Reality Technology (Paperback, 1st ed.): Srushtika... Learning Web-based Virtual Reality - Build and Deploy Web-based Virtual Reality Technology (Paperback, 1st ed.)
Srushtika Neelakantam, Tanay Pant
R749 Discovery Miles 7 490 Ships in 10 - 15 working days

Create web-based VR applications and deploy them to GitHub pages with this short, practical tutorial crammed with hands-on examples. This book covers topics such as VR, the WebVR API, and A-Frame. In Learning Web-based Virtual Reality, you will build a number of 3D VR-based applications. In these apps, you will be able to test the VR environments, walk through the virtual world, interact with the objects, and perceive these virtual realities with the help of Google Cardboard. By the end of the book, you will have a complete understanding of what WebVR is, knowledge of what VR devices are available, and the requirements to start working on WebVR. You will also be comfortable in using A-Frame and its various components to build your own VR projects. What You Will Learn Experience WebVR, the WebVR API, and WebVR libraries Make use of various pieces of VR hardware See popular WebVR projects Use A-Frame to build your own WebVR projects Who This Book Is For Developers who want to build and deploy web-based virtual reality technology. Understanding of HTML5, JavaScript, and CSS is required.

Develop Microsoft HoloLens Apps Now (Paperback, 1st ed.): Allen G. Taylor Develop Microsoft HoloLens Apps Now (Paperback, 1st ed.)
Allen G. Taylor
R2,064 Discovery Miles 20 640 Ships in 10 - 15 working days

This is the first book to describe the Microsoft HoloLens wearable augmented reality device and provide step-by-step instructions on how developers can use the HoloLens SDK to create Windows 10 applications that merge holographic virtual reality with the wearer's actual environment. Best-selling author Allen G. Taylor explains how to develop and deliver HoloLens applications via Microsoft's ecosystem for third party apps. Readers will also learn how HoloLens differs from other virtual and augmented reality devices and how to create compelling applications to fully utilize its capabilities. What You Will Learn: The features and capabilities of HoloLens How to build a simple Windows 10 app optimized for HoloLens The tools and resources contained in the HoloLens SDK How to build several HoloLens apps, using the SDK tools

Virtual Politics - Identity and Community in Cyberspace (Hardcover): David Holmes Virtual Politics - Identity and Community in Cyberspace (Hardcover)
David Holmes
R5,961 Discovery Miles 59 610 Ships in 12 - 17 working days

Virtual Politics is a critical overview of the new - digital - body politic, with new technologies framing the discussion of key themes in social theory. This book shows how these new technologies are altering the nature of identity and agency, the relation of self to other, and the structure of community and political representation.

Reproduction of Tactual Textures - Transducers, Mechanics and Signal Encoding (Paperback, 2013 ed.): Michael Wiertlewski Reproduction of Tactual Textures - Transducers, Mechanics and Signal Encoding (Paperback, 2013 ed.)
Michael Wiertlewski
R2,789 Discovery Miles 27 890 Ships in 10 - 15 working days

Texture accounts for an important part of the realism of simulated experiences, and it is most certainly true during tactile interaction. We usually experience roughness by running our fingers onto the explored surface. The perception of this fine texture is mediated by the vibrations generated by the encounters of the skin and the asperities of the surfaces. Reproduction of Tactual Textures presents factors that contribute to the mechanics of the interaction between a bare finger and a surface with a view to their artificial reproduction. It discusses the recording and reproduction of tactual textures, and analyses a case study of the development of a device able to record the vibratory signal from a fingertip sliding over a textured surface. The same device is then used in a reverse way to render those previously measured signals to the user's fingertip. These developments open new questions about the biomechanical properties of the skin and their relation to perception. The second half of Reproduction of Tactual Textures focuses on the implication of the dynamic parameters of the skin onto rendering performance, and it concludes with a study on the important features that are present in the vibratory signal and their relation to texture perception. This state-of-the-art volume highlights the importance of the mechanics and biomechanics during the haptic exploration of surfaces and their possible contribution to perception. Collectively, the findings reported are pertinent to many applications, including robotic perception and the design of effective virtual reality systems.

Haptics for Virtual Reality and Teleoperation (Paperback, 2012 ed.): Matjaz Mihelj, Janez Podobnik Haptics for Virtual Reality and Teleoperation (Paperback, 2012 ed.)
Matjaz Mihelj, Janez Podobnik
R2,789 Discovery Miles 27 890 Ships in 10 - 15 working days

This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system. The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation. The introduction chapter positions the haptic interfaces within the virtual reality context. In order to design haptic interfaces that will comply with human capabilities at least basic understanding of human sensors-motor system is required. An overview of this topic is provided in the chapter related to human haptics. The book does not try to introduce the state-of-the-art haptic interface solutions because these tend to change quickly. Only a careful selection of different kinematic configurations is shown to introduce the reader into this field. Mathematical models of virtual environment, collision detection and force rendering topics are strongly interrelated and are described in the next two chapters. The interaction with the virtual environment is simulated with a haptic interface. Impedance and admittance based approaches to haptic robot control are presented. Stability issues of haptic interaction are analyzed in details and solutions are proposed for guaranteeing stable and safe operation. Finally, haptic interaction is extended to teleoperation systems. Virtual fixtures which improve the teleoperation and human-robot cooperation in complex environments are covered next and the last chapter presents nanomanipulation as one specific example of teleoperation.

Vision in 3D Environments (Hardcover): Laurence R. Harris, Michael R.M. Jenkin Vision in 3D Environments (Hardcover)
Laurence R. Harris, Michael R.M. Jenkin
R3,619 Discovery Miles 36 190 Ships in 12 - 17 working days

Biological and machine systems exist within a complex and changing three-dimensional world. We appear to have no difficulty understanding this world, but how do we go about forming a perceptual model of it? Centred around three key themes: depth processing and stereopsis; motion and navigation in 3D; and natural scene perception, this volume explores the latest cutting-edge research into the perception of three dimension environments. It features contributions from top researchers in the field, presenting both biological and computational perspectives. Topics covered include binocular perception; blur and perceived depth; stereoscopic motion in depth; and perceiving and remembering the shape of visual space. This unique book will provide students and researchers with an overview of ongoing research as well as perspectives on future developments in the field. Colour versions of a selection of the figures are available at www.cambridge.org/9781107001756.

Virtual Reality and Virtual Environments - A Tool for Improving Occupational Safety and Health (Hardcover): Andrzej Grabowski Virtual Reality and Virtual Environments - A Tool for Improving Occupational Safety and Health (Hardcover)
Andrzej Grabowski
R3,540 Discovery Miles 35 400 Ships in 12 - 17 working days

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, Krakow, 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

Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds (Paperback, 2011 ed.): Anna Peachey, Mark Childs Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds (Paperback, 2011 ed.)
Anna Peachey, Mark Childs
R4,004 Discovery Miles 40 040 Ships in 10 - 15 working days

The proposed book explores the theme of identity, specifically as applied to its role and development in virtual worlds. Following the introduction, it is divided into four sections: identities, avatars and the relationship between them; factors that support the development of identity in virtual worlds; managing multiple identities across different environments and creating an online identity for a physical world purpose.

Haptic Interaction with Deformable Objects - Modelling VR Systems for Textiles (Paperback, 2011 ed.): Guido Boettcher Haptic Interaction with Deformable Objects - Modelling VR Systems for Textiles (Paperback, 2011 ed.)
Guido Boettcher
R2,963 Discovery Miles 29 630 Ships in 10 - 15 working days

The focus from most Virtual Reality (VR) systems lies mainly on the visual immersion of the user. But the emphasis only on the visual perception is insufficient for some applications as the user is limited in his interactions within the VR. Therefore the textbook presents the principles and theoretical background to develop a VR system that is able to create a link between physical simulations and haptic rendering which requires update rates of 1\, kHz for the force feedback. Special attention is given to the modeling and computation of contact forces in a two-finger grasp of textiles. Addressing further the perception of small scale surface properties like roughness, novel algorithms are presented that are not only able to consider the highly dynamic behaviour of textiles but also capable of computing the small forces needed for the tactile rendering at the contact point. Final analysis of the entire VR system is being made showing the problems and the solutions found in the work

The Ultimate Roblox Book: An Unofficial Guide, Updated Edition - Learn How to Build Your Own Worlds, Customize Your Games, and... The Ultimate Roblox Book: An Unofficial Guide, Updated Edition - Learn How to Build Your Own Worlds, Customize Your Games, and So Much More! (Paperback)
David Jagneaux, Heath Haskins
R390 R312 Discovery Miles 3 120 Save R78 (20%) Ships in 5 - 10 working days

Build and create your own Roblox world with this updated, easy-to-use guide. Roblox, the largest user-generated online gaming platform that allows users to create and share their own game worlds and gaming creations, has taken the digital world by storm! With updated screenshots and instructions, The Ultimate Roblox Book, Updated Edition provides brand-new information on game changes and the latest features so you can make the most out of your Roblox game. With everything from instructions for playing the games to tips on creating your own worlds to the basics of coding, this updated guide gives you all the tools you need to get started.

The Fantasy Sport Industry - Games within Games (Paperback): Andrew Billings, Brody Ruihley The Fantasy Sport Industry - Games within Games (Paperback)
Andrew Billings, Brody Ruihley
R1,637 Discovery Miles 16 370 Ships in 12 - 17 working days

Fantasy sport has become big business. Recent estimates suggest that there as many as 27 million fantasy sport participants in the US alone, spending $1.5bn annually, with many millions more around the world. This is the first in-depth study of fantasy sport as a cultural and social phenomenon and a significant and growing component of the contemporary sports economy. This book presents an overview of the history of fantasy sport and its close connection to innovations in sports media. Drawing on extensive empirical research, it offers an analysis of the demographics of fantasy sport, the motivations of fantasy sport players and their significance as heavy consumers of sport media and as ultra-fans. It also draws cross-cultural comparisons between fantasy sport players in the US, UK, Europe and beyond. The Fantasy Sport Industry examines the key commercial and media stakeholders in the production and development of fantasy sport, and points to new directions for the fantasy sport industry within modern sport business. It is therefore, fascinating reading for any student, scholar or professional with an interest in sports media, sports business, fandom, the relationship between sport and society, or cultural studies.

Surgical Scene Generation for Virtual Reality-Based Training in Medicine (Hardcover, 2008 ed.): Matthias Harders Surgical Scene Generation for Virtual Reality-Based Training in Medicine (Hardcover, 2008 ed.)
Matthias Harders
R2,795 Discovery Miles 27 950 Ships in 10 - 15 working days

This reference book is for anyone involved in generating surgical training scenarios, as well as in VR-based training in general. It examines the main components required to define a scenario, in the context of surgical scene generation: Generation of the scene geometry; modelling of organ appearance; definition of biomechanical parameters. The book is the ideal reference for any reader involved in generating training scenarios, as well as in VR-based training in general.

Researching Virtual Worlds - Methodologies for Studying Emergent Practices (Hardcover, New): Louise Phillips, Ursula Plesner Researching Virtual Worlds - Methodologies for Studying Emergent Practices (Hardcover, New)
Louise Phillips, Ursula Plesner
R4,266 Discovery Miles 42 660 Ships in 12 - 17 working days

This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.

Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2002): Lars... Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2002)
Lars Qvortrup; Edited by (associates) J.F. Jensen, E. Kjems, N. Lehmann, C. Madsen
R4,240 Discovery Miles 42 400 Ships in 10 - 15 working days

Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.

Pro iOS 5 Augmented Reality (Paperback, 1st ed.): Kyle Roche Pro iOS 5 Augmented Reality (Paperback, 1st ed.)
Kyle Roche
R1,006 R832 Discovery Miles 8 320 Save R174 (17%) Ships in 10 - 15 working days

Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress. After reading Pro iOS 5 Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality techniques and tools into your existing apps.

Auralization - Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality (Paperback, 2008):... Auralization - Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality (Paperback, 2008)
Michael Vorlander
R5,444 Discovery Miles 54 440 Ships in 10 - 15 working days

Auralization is the creation of audible acoustic sceneries from computer-generated data. The term "auralization" is to be understood as being analogue to the well-known technique of "visualization." In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of "making visible" as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization. With mathematical background of advanced students the reader will be able to follow the main strategy of auralization easily and work own implementations of auralization in various fields of applications in acoustic engineering, sound design and virtual reality. For readers interested in basic research the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research and in the field of human-machine interaction.

Transactions on Edutainment VI (Paperback, 2011): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment VI (Paperback, 2011)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller
R1,464 Discovery Miles 14 640 Ships in 10 - 15 working days

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011. The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.

Virtual and Mixed Reality - Systems and Applications - International Conference, Virtual and Mixed Reality 2011, Held as Part... Virtual and Mixed Reality - Systems and Applications - International Conference, Virtual and Mixed Reality 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II (Paperback, 2011 ed.)
Randall Shumaker
R2,597 Discovery Miles 25 970 Ships in 10 - 15 working days

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 47 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: VR in education, training and health; VR for culture and entertainment; virtual humans and avatars; developing virtual and mixed environments.

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2001): E.... Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2001)
E. Granum; Edited by Lars Qvortrup; Edited by (associates) B. Holmqvist, S. Kolstrup, K. Halskov Madsen
R4,275 Discovery Miles 42 750 Ships in 10 - 15 working days

Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we." Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage."

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