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

Social Computing and Virtual Communities (Hardcover): Panayiotis Zaphiris, Chee Siang Ang Social Computing and Virtual Communities (Hardcover)
Panayiotis Zaphiris, Chee Siang Ang
R5,778 Discovery Miles 57 780 Ships in 10 - 15 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.

Virtual Reality - Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July... Virtual Reality - Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings (Paperback, 2007 ed.)
Randall Shumaker
R2,786 Discovery Miles 27 860 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.

Advances in Multimedia Modeling - 13th International Multimedia Modeling Conference, MMM 2007, Singapore, January 9-12, 2007,... Advances in Multimedia Modeling - 13th International Multimedia Modeling Conference, MMM 2007, Singapore, January 9-12, 2007, Proceedings, Part I (Paperback, 2006 ed.)
Tat-Jen Cham, Jianfei Cai, Chitra Dorai, Deepu Rajan, Tat-Seng Chua, …
R3,023 Discovery Miles 30 230 Ships in 18 - 22 working days

The two volume set LNCS 4351 and LNCS 4352 constitutes the refereed proceedings of the 13th International Multimedia Modeling Conference, MMM 2007, held in Singapore in January 2007. Based on rigorous reviewing, the program committee selected 123 carefully revised full papers of the main technical sessions and 33 revised full papers of four special sessions from a total of 392 submissions for presentation in two volumes.

Information Technologies in Medicine - Rehabilitation and Treatment V 2 (Hardcover, Volume 2): M A Kay Information Technologies in Medicine - Rehabilitation and Treatment V 2 (Hardcover, Volume 2)
M A Kay
R3,649 Discovery Miles 36 490 Ships in 10 - 15 working days

A comprehensive survey of technological developments in Virtual Reality for use in a variety of medical procedures

Medicine and the biological sciences have long relied on visualizations to illustrate the relationship between anatomic structure and biologic function. The new multidimensional imaging modalities are powerful counterparts to traditional forms of observation–surgery, postmortem examination, or extensive mental reconstruction. VR technologies have reached unimagined levels of sophistication and utility, giving physicians and students new avenues for planning and practicing surgery and diagnostics.

The two volumes of Information Technologies in Medicine thoroughly explore the use of VR technology in three-dimensional visualization techniques, realistic surgical training prior to patient contact, and actual procedures in rehabilitation and treatment, including telemedicine and telesurgery. Editors Akay and Marsh have brought together all the available information on the subject of VR technologies in medicine and medical training to create the first comprehensive guide to the state of the art in medicine for use by students, doctors, and researchers.

Volume II concentrates on VR technologies specifically in the area of rehabilitation and treatment and provides complete coverage of the most recent advancements in high-tech medicine. Specific treatments include:

  • VR in neuro/orthopedic rehabilitation
  • VR in treatment of anxiety disorders
  • Robot-assisted microsurgery
  • VR and the vestibular system
  • Maxillofacial virtual surgery
Advances in Multimedia Modeling - 14th International Multimedia Modeling Conference, MMM 2008, Kyoto, Japan, January 9-11,... Advances in Multimedia Modeling - 14th International Multimedia Modeling Conference, MMM 2008, Kyoto, Japan, January 9-11, 2008, Proceedings (Paperback, 2008 ed.)
Shin'ichi Satoh, Frank Nack, Minoru Etoh
R1,472 Discovery Miles 14 720 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the 14th International Multimedia Modeling Conference, MMM 2007, held in Kyoto, Japan, in January 2007. The 23 revised full papers and 24 revised poster papers were carefully reviewed and selected from more than 130 submissions. The papers are organized in topical sections that include material on media understanding, creative media, visual content representation, and video codecs, as well as media retrieval, audio and music.

Emerging Extended Reality Technologies for Industry 4.0 - Early Experiences with Conception,  Design, Implementation,... Emerging Extended Reality Technologies for Industry 4.0 - Early Experiences with Conception, Design, Implementation, Evaluation and Deployment (Hardcover)
JG Tromp
R4,924 Discovery Miles 49 240 Ships in 10 - 15 working days

In the fast-developing world of Industry 4.0, which combines Extended Reality (XR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR), creating location aware applications to interact with smart objects and smart processes via Cloud Computing strategies enabled with Artificial Intelligence (AI) and the Internet of Things (IoT), factories and processes can be automated and machines can be enabled with self-monitoring capabilities. Smart objects are given the ability to analyze and communicate with each other and their human co-workers, delivering the opportunity for much smoother processes, and freeing up workers for other tasks. Industry 4.0 enabled smart objects can be monitored, designed, tested and controlled via their digital twins, and these processes and controls are visualized in VR/AR. The Industry 4.0 technologies provide powerful, largely unexplored application areas that will revolutionize the way we work, collaborate and live our lives. It is important to understand the opportunities and impact of the new technologies and the effects from a production, safety and societal point of view.

Intelligent Virtual Agents - 6th International Conference, IVA 2006, Marina Del Rey, CA; USA, August 21-23, 2006, Proceedings... Intelligent Virtual Agents - 6th International Conference, IVA 2006, Marina Del Rey, CA; USA, August 21-23, 2006, Proceedings (Paperback, 2006 ed.)
Jonathan Gratch, Michael Young, Ruth Aylett, Daniel Ballin, Patrick Olivier
R1,461 Discovery Miles 14 610 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the 6th International Workshop on Intelligent Virtual Agents, IVA 2006, held in Marina Del Rey, CA, USA, in August 2006.

The 24 revised full papers and 11 revised short papers presented together with 3 invited talks and the abstracts of 19 poster papers were carefully reviewed and selected from 73 submissions. The papers are organized in topical sections on social impact of IVAs, IVAs recognizing human behavior, human interpretation of IVA behavior, embodied conversational agents, characteristics of nonverbal behavior, behavior representation languages, generation of nonverbal behavior with speech, IVAs in serious games, cognition and emotion, and applications of IVAs.

Interactive Technologies and Sociotechnical Systems - 12th International Conference, VSMM 2006, Xi'an, China, October... Interactive Technologies and Sociotechnical Systems - 12th International Conference, VSMM 2006, Xi'an, China, October 18-20, 2006, Proceedings (Paperback, 2006 ed.)
Hongbin Zha, Zhigeng Pan, Hal Thwaites, Alonzo C. Addison, Maurizio Forte
R1,479 Discovery Miles 14 790 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the 13th International Conference on Interactive Technologies and Sociotechnical Systems, VSMM 2006, held in Xi'an, China in October 2006.

The 59 revised full papers presented together with one keynote paper were carefully reviewed and selected from more than 180 submissions. The papers are organized in topical sections on virtual reality and computer graphics, vision and image technology, geometry processing, collaborative systems and GIS-related, digital heritage and healthcare, sensing and robotics, as well as arts and gaming.

Virtual Storytelling. Using Virtual Reality Technologies for Storytelling - Third International Conference, VS 2005,... Virtual Storytelling. Using Virtual Reality Technologies for Storytelling - Third International Conference, VS 2005, Strasbourg, France, November 30-December 2, 2005, Proceedings (Paperback, 2005 ed.)
Gerard Subsol
R1,499 Discovery Miles 14 990 Ships in 18 - 22 working days

The 1st International Conference on Virtual Storytelling took place on September 27-28, 2001, in Avignon (France) in the prestigious Popes' Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20-21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum "Les Abattoirs." One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.

Designing Virtual Reality Systems - The Structured Approach (Paperback, 2005 ed.): Gerard Kim Designing Virtual Reality Systems - The Structured Approach (Paperback, 2005 ed.)
Gerard Kim
R1,408 Discovery Miles 14 080 Ships in 18 - 22 working days

Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.

This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided.

Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.

Introduction to Virtual Reality (Paperback, Softcover reprint of the original 1st ed. 2004): John Vince Introduction to Virtual Reality (Paperback, Softcover reprint of the original 1st ed. 2004)
John Vince
R1,500 Discovery Miles 15 000 Ships in 18 - 22 working days

During the last decade the word virtual became one of the most exposed words in the English language. Today we have virtual universities, virtual offices, virtual pets, virtual actors, virtual museums, virtual doctors - and all because of virtual reality. So what is virtual reality? Essentially, virtual reality is about the navigation and manipulation of 3D computer-generated environments. A VR user is able to navigate by walking, running or even flying through a virtual environment and explore viewpoints that would be impossible in the real world. But the real benefit of VR is the ability to touch, animate, pickup and reposition virtual objects and create totally new configurations. Key topics: The origins of VR How VR works How VR is being used The field of Virtual Reality is moving very quickly and increasing numbers of people need to know more about this exciting subject. Introduction to Virtual Reality explains what VR is about, without going into the underlying mathematical techniques, but at the same time providing a solid understanding and foundation of the techniques and applications involved.

Virtual Storytelling; Using Virtual Reality Technologies for Storytelling - Second International Conference, ICVS 2003,... Virtual Storytelling; Using Virtual Reality Technologies for Storytelling - Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings (Paperback, 2003 ed.)
Olivier Balet, Gerard Subsol, Patrice Torguet
R1,408 Discovery Miles 14 080 Ships in 18 - 22 working days

In September 2001, we organized the 1st International Conference on Virtual Sto- telling in Avignon, France. This was the ?rst international scienti?c event entirely - voted to the new discipline that links the ancient human art of storytelling to the latest high technologies of the Virtual Reality era. Since this date, technology has not slowed its course. We all know that personal computers are even more powerful, but there have been huge advances in graphics boards.These arenowprogrammableandcan renderin realtime hugequantitiesof data as well as special effectsthat until recently requireda dedicatedgraphicssuperworks- tion. Applications that were in the research lab have now come to market. 3D Virtual Humans, the heroes of today's video games, are taking their ?rst steps on e-business Web sites. These will be the stars of tomorrow. New topics are being intensively - searched, especially, mixed and enhanced realities - the art of combining synthesized with real worlds. This evolution raises many technical, applicational, artistic and even ethical qu- tions.Theoccasionofthe2ndInternationalConferenceonVirtualStorytellingprovided an excellentopportunityto onceagaingatherresearchersfromthe scienti?c, artistic and industrialcommunitiestodemonstratenewmethodsandtechniques.Thiswasthevenue to show the latest results, and exchange concepts and ideas about the use of Virtual - ality technologiesfor creating, populating, renderingand interactingwith stories, wh- ever their form, be it theatre, movie, cartoon, advertisement, puppet show, multimedia work, video games, etc.

How We Became Posthuman - Virtual Bodies in Cybernetics, Literature, and Informatics (Paperback, 74th ed.): N. Katherine Hayles How We Became Posthuman - Virtual Bodies in Cybernetics, Literature, and Informatics (Paperback, 74th ed.)
N. Katherine Hayles
R590 Discovery Miles 5 900 Ships in 18 - 22 working days

In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" "Star Trek"-style, others view them with horror, seeing monsters brooding in the machines. In "How We Became Posthuman," N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age.
Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman."
Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel "Limbo" by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems.
Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, "How We Became Posthuman" provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.

The Advanced Game Narrative Toolbox (Hardcover): Tobias Heussner The Advanced Game Narrative Toolbox (Hardcover)
Tobias Heussner
R3,652 Discovery Miles 36 520 Ships in 10 - 15 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.

Intelligent Virtual Agents - Third International Workshop, IVA 2001, Madrid, Spain, September 10-11, 2001. Proceedings... Intelligent Virtual Agents - Third International Workshop, IVA 2001, Madrid, Spain, September 10-11, 2001. Proceedings (Paperback, 2001 ed.)
Angelica de Antonio, Ruth Aylett, Daniel Ballin
R1,474 Discovery Miles 14 740 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the Third International Workshop on Intelligent Virtual Agents, IVA 2001, held in Madrid, Spain in September 2001.The 16 revised full papers and five short papers presented together with two invited surveys were carefully reviewed and selected for inclusion in the book. Among the topics addressed are intelligent agents in education, virtual human societies, virtual agents, animation systems, autonomous avatars, the virtual self, agent societies, Internet agents, mobile agents, collaborative virtual environments, virtual storytelling, interactive improvisational plays, agent-oriented simulation, and 3D agents.

Virtual and Augmented Architecture (VAA'01) - Proceedings of the International Symposium on Virtual and Augmented... Virtual and Augmented Architecture (VAA'01) - Proceedings of the International Symposium on Virtual and Augmented Architecture (VAA'01), Trinity College, Dublin, 21 -22 June 2001 (Paperback, 2001 ed.)
Bob Fisher, Kenneth Dawson-Howe, Carol O'Sullivan
R2,662 Discovery Miles 26 620 Ships in 18 - 22 working days

This book focuseson the use of computer visionand graphics in architecture. It arose from a convergenceof several hot topics: 1. visualization of built environments for engineering, historical and other purposes, 2. virtual reconstruction of architecture from visual data of existing struc tures, whether via photogrammetric or range sensing techniques, and 3. augmentation of video data of architecture with useful information. The focus here is on architecture and howto present it, enhance it's abilities, make it easier to understand and make it accessibleto a larger public. Collective interest in this topic led to the International Symposium on Virtual and Augmented Architecture, whose papers are contained in this book. As editors, we were very pleased about how well the different papers chosen gavea nice focus to the topic and conference.It is clear that there are many different research approaches still active in this area - this makes it an exciting time. Wehope that this book captures that excitement and succeeds in bringing it to you.

Collaborative Virtual Environments - Digital Places and Spaces for Interaction (Paperback, illustrated edition): Elizabeth F.... Collaborative Virtual Environments - Digital Places and Spaces for Interaction (Paperback, illustrated edition)
Elizabeth F. Churchill, David N. Snowdon, Alan J. Munro
R2,665 Discovery Miles 26 650 Ships in 18 - 22 working days

This volume provides a comprehensive introduction to the field of collaborative virtual environments. It tells you all you need to know about the latest technology, state-of-the-art research, and good working practice.The issues raised include: - what is a CVE? - what are the issues in the design of embodiments and objects within CVEs? - how can CVEs support collocated and non-collocated collaborative and cooperative work? - what are the best ways to provide awareness of the actions of others? - how can they support seamless interactions given differential computational resources? - what design issues arise from the meeting of social requirements and computational limitations? - what technical challenges face the designers of CVE systems?It will be invaluable reading for anyone with an interest in collaboration but will be of particular interest to researchers and students in areas related to computer supported cooperative and collaborative work and human computer interaction.

The Social Life of Avatars - Presence and Interaction in Shared Virtual Environments (Paperback, Softcover reprint of the... The Social Life of Avatars - Presence and Interaction in Shared Virtual Environments (Paperback, Softcover reprint of the original 1st ed. 2002)
Ralph Schroeder
R2,640 Discovery Miles 26 400 Ships in 18 - 22 working days

Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.

Virtual Environments 2000 - Proceedings of the Eurographics Workshop in Amsterdam, The Netherlands, June 1-2, 2000 (Paperback,... Virtual Environments 2000 - Proceedings of the Eurographics Workshop in Amsterdam, The Netherlands, June 1-2, 2000 (Paperback, Softcover reprint of the original 1st ed. 2000)
J.D. Mulder, R.Van Liere
R2,650 Discovery Miles 26 500 Ships in 18 - 22 working days

This book contains the proceedings of the sixth Eurographics Workshop on Vir tual Environments. The event took place from June 1 to June 2, 2000, in Am sterdam. We hope that readers will find these proceedings to be valuable, not only for virtual environment researchers, but also for practitioners developing or using virtual environment applications. We are glad to report that visibility of the workshop continues to expand and that virtual environment researchers and practitioners from allover the world are submitting papers. This year, 40 papers and case studies were submitted of which 20 were accepted. In addition, we are glad to see that the focus of the workshop is also expanding. We accepted 6 research papers on evaluation of virtual environments and there was a broad sampling of other topics. We would like to thank all those involved in organizing the symposium. In particular, thanks go to Mieke Brune who was in charge of the local organization. In addition, we want to thank the international program committee for their excellent, yet laborious, job in reviewing all submitted papers. The quality of the workshop is a reflection of the quality of the submitted papers and the quality of the reviewing process.

Understanding Virtual Design Studios (Paperback, Edition. ed.): Mary L. Maher, Simeon J. Simoff, Anna Cicognani Understanding Virtual Design Studios (Paperback, Edition. ed.)
Mary L. Maher, Simeon J. Simoff, Anna Cicognani
R1,412 Discovery Miles 14 120 Ships in 18 - 22 working days

Understanding Virtual Design Studios examines the issues involved in setting up and running a virtual design studio. Rather than focusing on the technology or how to apply it, the reader is presented with an interdisciplinary framework for understanding, organising, running and improving virtual design studios both in professional and educational practice. The authors assess the potential benefits, such as improved creativity and collaboration, and highlight the areas in which our understanding needs to improve:
How people collaborate in an environment where interaction is mediated by shared computer resources
How to organise and manage a distributed workspace efficiently
How people represent and communicate design ideas in an electronic form
Of interest to both design professionals and researchers interested in computer-mediated collaboration, this volume will also be of interest to anyone who needs a clear picture of what this new technology can do for them.

Virtual Environments '99 - Proceedings of the Eurographics Workshop in Vienna, Austria, May 31-June 1, 1999 (Paperback,... Virtual Environments '99 - Proceedings of the Eurographics Workshop in Vienna, Austria, May 31-June 1, 1999 (Paperback, Softcover reprint of the original 1st ed. 1999)
Michael Gervautz, Axel Hildebrand, Dieter Schmalstieg
R1,398 Discovery Miles 13 980 Ships in 18 - 22 working days

This book contains the scientific papers presented at the SthEUROGRAPHICS Workshop on Virtual Environments '99, which st st was held in Vienna May 31 and June 1 . It was organized by the Institute of Computer Graphics of the Vienna University of Technology together with the Austrian Academy of Sciences and EUROGRAPHICS. The workshop brought together scientists from all over the world to present and discuss the latest scientific advances in the field of Virtual Environments. 31 papers where submitted for reviewing and 18 where selected to be presented at the workshop. Most of the top research institutions working in the area submitted papers and presented their latest results. These presentations were complemented by invited lectures from Stephen Feiner and Ron Azuma, two key researchers in the area of Augmented Reality. The book gives a good overview of the state of the art in Augmented Reality and Virtual Environment research. The special focus of the Workshop was Augmented Reality, reflecting a noticeable strong trend in the field of Virtual Environments. Augmented Reality tries to enrich real environments with virtual objects rather than replacing the real world with a virtual world. The main challenges include real time rendering, tracking, registration and occlusion of real and virtual objects, shading and lighting interaction, and interaction techniques in augmented environments. These problems are addressed by new research results documented in this book. Besides Augmented Reality, the papers collected here also address levels of detail, distributed environments, systems and applications, and interaction techniques.

Advanced Multimedia Content Processing - First International Conference, AMCP'98, Osaka, Japan, November 9-11, 1998,... Advanced Multimedia Content Processing - First International Conference, AMCP'98, Osaka, Japan, November 9-11, 1998, Proceedings (Paperback, 1999 ed.)
Shojiro Nishio, Fumio Kishino
R1,590 Discovery Miles 15 900 Ships in 18 - 22 working days

This volume is the Proceedings of the First International Conference on Advanced Multimedia Content Processing (AMCP 98). With the remarkable advances made in computer and communication hardware/software system technologies, we can now easily obtain large volumes of multimedia data through advanced computer networks and store and handle them in our own personal hardware. Sophisticated and integrated multimedia content processing technologies, which are essential to building a highly advanced information based society, are attracting ever increasing attention in various service areas, including broadcasting, publishing, medical treatment, entertainment, and communications. The prime concerns of these technologies are how to acquire multimedia content data from the real world, how to automatically organize and store these obtained data in databases for sharing and reuse, and how to generate and create new, attractive multimedia content using the stored data. This conference brings together researchers and practitioners from academia, in dustry, and public agencies to present and discuss recent advances in the acquisition, management, retrieval, creation, and utilization of large amounts of multimedia con tent. Artistic and innovative applications through the active use of multimedia con tent are also subjects of interest. The conference aims at covering the following par ticular areas: (1) Dynamic multimedia data modeling and intelligent structuring of content based on active, bottom up, and self organized strategies. (2) Access archi tecture, querying facilities, and distribution mechanisms for multimedia content."

Virtual Realism (Paperback, Revised): Michael Heim Virtual Realism (Paperback, Revised)
Michael Heim
R2,041 Discovery Miles 20 410 Ships in 10 - 15 working days

Virtual Realism is an art form and a way of living with technology. To explain it, Michael Heim draws on a hypertext of topics, from answering machines to interactive art, from engineering to television programs, from the meaning of UFOs to the Internet. The book begins with the primer "VR 101". The issues are discussed, then several chapters illustrate virtual realism with tours through art exhibits and engineering projects. Each chapter suggests a harmony of technology with lifestyle.

Virtual Environments '98 - Proceedings of the Eurographics Workshop in Stuttgart, Germany, June 16-18, 1998 (Paperback,... Virtual Environments '98 - Proceedings of the Eurographics Workshop in Stuttgart, Germany, June 16-18, 1998 (Paperback, Softcover reprint of the original 1st ed. 1998)
Martin Goebel, Jurgen Landauer, Ulrich Lang, Matthias Wapler
R1,445 Discovery Miles 14 450 Ships in 18 - 22 working days

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."

Essential Virtual Reality fast - How to Understand the Techniques and Potential of Virtual Reality (Paperback, Edition. ed.):... Essential Virtual Reality fast - How to Understand the Techniques and Potential of Virtual Reality (Paperback, Edition. ed.)
John Vince
R1,383 Discovery Miles 13 830 Ships in 18 - 22 working days

In this volume, John Vince provides a history of virtual reality (VR) and explains in easy-to-understand terms what computer graphics are and how they are integral to VR systems. He explains how important it is to understand the role human factors play in creating a good VR system, such as sound, sight, touch and balance. He also provides a detailed look at a working VR system and answers such questions as:
* What hardware and software is used?
* How does multi-user VR work?
* Can you network VR?
* What are the applications?
* What is the future for VR?

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