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

Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Paperback): George S. McClellan,... Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Paperback)
George S. McClellan, Ryan S. Arnett, Charles M. Hueber
R942 Discovery Miles 9 420 Ships in 12 - 17 working days

This comprehensive resource examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field. Esports are a global phenomenon with an estimated audience of 400 million people in 2018. Given their already strong base and rising popularity on college campuses, esports have been referred to as the new college football. This book offers practical insights into how to develop and maintain an esports program that is consistent with institutional purposes and values. The book is helpful to all types of institutions (small to large, public and private, 2-year or 4-year). It draws on current scholarship and the professional experience of the authors, focused heavily on practical advice for higher education professionals. Among the challenges of esports in higher education the book addresses are competition structure, competition climate, child protection, cheating, gambling, lack of reliable relevant data to inform decisions, and the advent of an esports arms race. Some of the opportunities described in the book include student recruitment and success networks with high schools, and partnerships with the esports industry. Done correctly, esports can provide a structured way for all students (on campus, off campus, and online) to engage in both curricular and cocurricular programming that can provide measurable learning outcomes and have a positive impact on retention rates.

Multisensory Experiences - Where the senses meet technology (Hardcover): Carlos Velasco, Marianna Obrist Multisensory Experiences - Where the senses meet technology (Hardcover)
Carlos Velasco, Marianna Obrist
R1,548 R1,152 Discovery Miles 11 520 Save R396 (26%) Ships in 12 - 17 working days

Most of our everyday life experiences are multisensory in nature; that is, they consist of what we see, hear, feel, taste, smell, and much more. Almost any experience you can think of, such as eating a meal or going to the cinema, involves a magnificent sensory world. In recent years, many of these experiences have been increasingly transformed and capitalised on through advancements that adapt the world around us - through technology, products, and services - to suit our ever more computerised environment. Multisensory Experiences: Where the senses meet technology looks at this trend and offers a comprehensive introduction to the dynamic world of multisensory experiences and design. It takes the reader from the fundamentals of multisensory experiences, through the relationship between the senses and technology, to finally what the future of those experiences may look like, and our responsibility in it. This book empowers you to shape your own and other people's experiences by considering the multisensory worlds that we live in through a journey that marries science and practice. It also shows how we can take advantage of the senses and how they shape our experiences through intelligent technological design.

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
R2,845 Discovery Miles 28 450 Ships in 10 - 15 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.

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
R1,580 Discovery Miles 15 800 Ships in 10 - 15 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
R2,870 Discovery Miles 28 700 Ships in 10 - 15 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
R2,874 Discovery Miles 28 740 Ships in 10 - 15 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.

Learning Virtual Reality (Paperback): Tony Parisi Learning Virtual Reality (Paperback)
Tony Parisi
R700 R514 Discovery Miles 5 140 Save R186 (27%) Ships in 12 - 17 working days

As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You'll explore the three go-to platforms-OculusVR, Gear VR, and Cardboard VR-as well as several VR development environments, programming tools, and techniques. If you're an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you'll have a jumpstart on the next major entertainment medium. Learn VR basics for UI design, 3D graphics, and stereo rendering Explore Unity3D, the current development choice among game engines Create native applications for desktop computers with the Oculus Rift Develop mobile applications for Samsung's Gear VR with the Android and Oculus Mobile SDKs Build browser-based applications with the WebVR Javascript API and WebGL Create simple and affordable mobile apps for any smartphone with Google's Cardboard VR Bring everything together to build a 360-degree panoramic photo viewer

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
R2,857 Discovery Miles 28 570 Ships in 10 - 15 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
R1,511 Discovery Miles 15 110 Ships in 10 - 15 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.

Cyberseduction - Reality in the Age of Psychotechnology (Hardcover): Jeri Fink Cyberseduction - Reality in the Age of Psychotechnology (Hardcover)
Jeri Fink
R864 R762 Discovery Miles 7 620 Save R102 (12%) Ships in 10 - 15 working days

Born from today's evolutionary psychology and its studies of developing human behavior and emotions is the radical new concept from psychotherapist Jeri Fink that virtual reality has been with us since humans first walked the earth and has only been heightened by today's technology. Psychologically, humans are "wired" to crave experiences beyond our daily existence. From the cave dweller's fireside stories of slaying massive beasts and the Elizabethan experience of Shakespeare's tragedies to today's blockbuster disaster movies and, most importantly, interactive computer communication, we have always lived in a "virtual" culture.
The brilliant visionary founder of "psychotechnology," an inquiry into the merging of psychology and technology, Dr. Fink is a leading mental health expert in the use of virtual applications in clinical practice. Cyberseduction: Reality in the Age of Psychotechnology places the ideas of cyberspace and virtual reality into the historical context of human perception and experience across the ages.
From a biological perspective, Dr. Fink explains how and why people are seduced by many virtual realities, both simple and complex, and compares our respective experiences of reality and virtuality, showing how humanity has adapted and evolved. As humanity seeks to further meld itself with machines, the line between illusion and reality is increasingly blurred.
Dr. Fink discusses her groundbreaking theory of manufactured reality by using specific types of virtualities: religion, sex, the media, and other aspects of daily living. She also considers the effects of new computer software and the internet, where anonymous individuals can become and experience almost anything they choose.
Cyberseduction is a fascinating exploration of the psychology of digital culture.

Virtual Realism (Paperback, Revised): Michael Heim Virtual Realism (Paperback, Revised)
Michael Heim
R1,947 Discovery Miles 19 470 Ships in 12 - 17 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 '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
R1,495 Discovery Miles 14 950 Ships in 10 - 15 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
R1,709 Discovery Miles 17 090 Ships in 10 - 15 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 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
R1,548 Discovery Miles 15 480 Ships in 10 - 15 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
R1,479 Discovery Miles 14 790 Ships in 10 - 15 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?

Virtual Worlds - First International Conference, VW'98 Paris, France, July 1-3, 1998 Proceedings (Paperback, 1998 ed.):... Virtual Worlds - First International Conference, VW'98 Paris, France, July 1-3, 1998 Proceedings (Paperback, 1998 ed.)
Jean-Claude Heudin
R1,543 Discovery Miles 15 430 Ships in 10 - 15 working days

1 Introduction Imagine a virtual world with digital creatures that looks like real life, sounds like real life, and even feels like real life. Imagine a virtual world not only with nice three dimensional graphics and animations, but also with realistic physical laws and forces. This virtual world could be familiar, reproducing some parts of our reality, or unfa miliar, with strange "physical" laws and artificial life forms. As a researcher interested in the sciences of complexity, the idea of a conference about virtual worlds emerged from frustration. In the last few years, there has been an increasing interest in the design of artificial environments using image synthesis and virtual reality. The emergence of industry standards such as VRML [1] is an illustra tion of this growing interest. At the same time, the field of Artificial Life has ad dressed and modeled complex phenomena such as self organization, reproduction, development, and evolution of artificial life like systems [2]. One of the most popular works in this field has been Tierra designed by Tom Ray: an environment producing synthetic organisms based on a computer metaphor of organic life in which CPU time is the "energy" resource and memory is the "material" resource [3]. Memory is or ganized into informational patterns that exploit CPU time for self replication. Muta tion generates new forms, and evolution proceeds by natural selection as different creatures compete for CPU time and memory space.

Cyberworlds (Paperback, illustrated edition): Tosiyasu L. Kunii, Annie Luciani Cyberworlds (Paperback, illustrated edition)
Tosiyasu L. Kunii, Annie Luciani
R1,535 Discovery Miles 15 350 Ships in 10 - 15 working days

The worlds synthesized in the cyberspaces of networked computers are the theme of Cyberworlds. Cyberspaces have come into prominence with the de velopment of the Internet and are expected to expand drastically with the emergence of national and international information systems. The purpose is to discover the architecture and design of cy of the book Cyberworlds berworlds by synthesizing worlds in cyberspaces. The underlying philosophy is crucial to the success of the architecture, and an initial effort is made to delineate it at the beginning of the book. The book's topics are selected to clarify the issues of the philosophy, architecture, and design of cyberworlds through a wide variety of case studies. The approach presented in the book is thus characterized as synthetic rather than analytic. There already are numbers of books with observations and analyses of cyberworlds. They warn of the danger of widespread crimes and accidents in the cyberworlds, for instance. Without a philosophy and methodologies of how to architecturally design and synthesize the cyber worlds, the worlds in cyberspaces tend to be arbitrarily extended, disordered, and, in extreme cases, criminal. This book is intended to benefit readers by providing them with a possible direction to take in deciding how to synthesize worlds in cyberspaces. Cre ating new worlds in new spaces with almost unlimited dimension and scale is an immense challenge. In principle, anyone at any moment can participate in the creation. The book serves as a creator's reference and also as a design guidebook."

CVRMed-MRCAS'97 - First Joint Conference, Computer Vision, Virtual Reality and Robotics in Medicine and Medical Robotics... CVRMed-MRCAS'97 - First Joint Conference, Computer Vision, Virtual Reality and Robotics in Medicine and Medical Robotics and Computer-Assisted Surgery, Grenoble, France, March 19-22, 1997, Proceedings (Paperback, 1997 ed.)
Jocelyne Troccaz, Eric Grimson, Ralph Moesges
R1,675 Discovery Miles 16 750 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the First Joint Conference; Computer Vision, Virtual Reality and Robotics in Medicine, CVRMed, and Medical Robotics and Computer-Assisted Surgery, MRCAS, held in Grenoble, France, in March 1997.
The volume presents 76 regular revised papers and 16 clinical papers selected from a total of 161 submitted full papers. The volume offers highly innovative and promising research results in computer-assisted medicine and medical informatics. Among the areas covered are medical imaging, virtual reality, medical robotics, and computer-integrated therapy and surgery. The book is of relevance to clinicians, medical engineers, and computer scientists.

Creating Personalities for Synthetic Actors - Towards Autonomous Personality Agents (Paperback, 1997 ed.): Robert Trappl, Paolo... Creating Personalities for Synthetic Actors - Towards Autonomous Personality Agents (Paperback, 1997 ed.)
Robert Trappl, Paolo Petta
R1,584 Discovery Miles 15 840 Ships in 10 - 15 working days

Progress in computer animation has gained such a speed that, before long, computer-generated human faces and figures on screen will be indistinguishable from those of real humans. The potential both for scripted films and real-time interaction with users is enormous. However, in order to cope with this potential, these faces and figures must be guided by autonomous personality agents. This carefully arranged volume presents the state of the art in research and development in making synthetic actors more autonomous. The papers describe the different approaches and solutions developed by computer animation specialists, computer scientists, experts in AI, psychologists and philosophers, from leading laboratories world-wide. Finally, a bibliography comprising more than 200 entries enable further study.

Intermedia Games-Games Inter Media - Video Games and Intermediality (Hardcover): Michael Fuchs, Jeff Thoss Intermedia Games-Games Inter Media - Video Games and Intermediality (Hardcover)
Michael Fuchs, Jeff Thoss
R4,044 Discovery Miles 40 440 Ships in 12 - 17 working days

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Virtual Environments and Scientific Visualization '96 - Proceedings of the Eurographics Workshops in Monte Carlo, Monaco,... Virtual Environments and Scientific Visualization '96 - Proceedings of the Eurographics Workshops in Monte Carlo, Monaco, February 19-20, 1996, and in Prague, Czech Republic, April 23-25, 1996 (Paperback, Softcover reprint of the original 1st ed. 1996)
Martin Goebel, Jaques David, Pavel Slavik, Jarke van Wijk
R1,542 Discovery Miles 15 420 Ships in 10 - 15 working days

Selected papers from this year's Workshops on Virtual Environments and on Visualization in Scientific Computing are included in this volume. The papers on VE discuss Virtual Environment System architecture, communication requirements, synthetic actors, crowd simulations and modeling aspects, application experience in surgery support, geographic information systems, and engineering and virtual housing systems. Contributions from the Visualization workshop are presented in four groups: volume rendering, user interfaces in scientific visualization, architecture of scientific visualization systems and flow visualization.

Multimedia, Hypermedia, and Virtual Reality: Models, Systems, and Applications - First International Conference, MHVR'94,... Multimedia, Hypermedia, and Virtual Reality: Models, Systems, and Applications - First International Conference, MHVR'94, Moscow, Russia September (14-16), 1996. Selected Papers (Paperback, 1996 ed.)
Peter Brusilovsky, Piet Kommers, Norbert Streitz
R1,620 Discovery Miles 16 200 Ships in 10 - 15 working days

This volume contains a thoroughly refereed collection of revised full papers selected from the presentations at the First East-West International Conference on Multimedia, Hypermedia, and Virtual Reality, MHVR'94, held in Moscow, Russia, in September 1994.
The 22 full papers presented in the book were selected from a total of 76 initial submissions and have been carefully updated for publication. Also included are two invited papers and summaries by the session chairpersons. The volume is organized in chapters on hypermedia models and architectures, enhancing multimedia support, new technologies for virtual reality, hypermedia and multimedia for group collaboration, hypermedia and multimedia for learning, and personalized hypermedia.

Virtual Environments '95 - Selected papers of the Eurographics Workshops in Barcelona, Spain, 1993, and Monte Carlo,... Virtual Environments '95 - Selected papers of the Eurographics Workshops in Barcelona, Spain, 1993, and Monte Carlo, Monaco, 1995 (Paperback, Softcover reprint of the original 1st ed. 1995)
Martin Goebel
R1,535 Discovery Miles 15 350 Ships in 10 - 15 working days

Virtual Environments -(VE) the new dimension in man-machine-communication -have been developed and experienced in Europe since 1990. In early 1993 the Eurographics Association decided to establish a working group on Virtual Environments with the aim to communicate advances in this fascinating area on a scientific and technical level. In September 1993 the first workshop on VEs was held in Barcelona, Spain, in conjunction with the annual Eurographics conference. The workshop brought together about 35 researchers from Europe and the US. The second workshop was held together with Imagina '95 in Monte Carlo, Monaco. This time, around 40 researchers from Europe, the US, but also from Asia met for a 2-day exchange of experience. Needless to say -as in all Eurographics workshops -we found the atmosphere very open and refreshing. The workshops were sponsored by ONR (Office of Naval Research), UK; US Army Research Institute, UK; University of Catalonia, Spain; EDF France; CAE France, INA France and IGD Germany and locally organized by Daniele Tost and Jaques David. While in the first workshop in 1993 many concepts in VE were presented, the '95 workshop showed up various applications in different areas and demonstrated quite clearly that Virtual Environments are now used in interactive applications.

Visualization in Scientific Computing '95 - Proceedings of the Eurographics Workshop in Chia, Italy, May 3-5, 1995... Visualization in Scientific Computing '95 - Proceedings of the Eurographics Workshop in Chia, Italy, May 3-5, 1995 (Paperback, Softcover reprint of the original 1st ed. 1995)
Riccardo Scateni, Jarke J. Van Wijk, Pietro Zanarini
R1,481 Discovery Miles 14 810 Ships in 10 - 15 working days

Visualization is nowadays indispensable to get insight into the huge amounts of data pro duced by large scale simulations or advanced measurement devices. The use of com puter graphics for scientific purposes has become a well established discipline, known as Scientific Visualization. Many problems still have to be solved, and hence the field is a very active area for research and development. This book represents results of the sixth in a well established series of international workshops on Visualization in Scien tific Computing organized by the EUROGRAPHICS Association in collaboration with CRS4 (Center for Advanced Studies, Research and Development in Sardinia), held from May 3 to May 5,1995, in Chia, Italy. The thirteen contributions selected for this volume cover a wide range of topics, ranging from detailed algorithmic studies to searches for new metaphors. A rough di vision can be made into the parts interaction, irregular meshes, volume rendering, and applications. Interaction in three dimensions is a challenging area for research. The use of three dimensional user interfaces for more natural manipulation of three-dimensional data and their visualization is natural, but is far from trivial to realize. Pang et al. investigate the use of common objects such as spray cans and carving knives as metaphors for visualiza tion tools, in order to provide an intuitive and natural three dimensional user interface. Gibson uses a voxel-based data representation, not only for visualization, but also for physical modeling of objects. A prototype system under development for haptic explo ration is discussed."

The Dictionary of Computer Graphics and Virtual Reality (Paperback, 2nd ed.): Roy Latham The Dictionary of Computer Graphics and Virtual Reality (Paperback, 2nd ed.)
Roy Latham
R1,473 Discovery Miles 14 730 Ships in 10 - 15 working days

Superblack, superblock, supercase, superquadric, supersampling, superred, supergreen, and superblue are just a few of the words which make up the language of computer graphics. This new edition of a widely acclaimed dictionary provides a guide to this fast-moving subject for both relative novices and professionals working in the field. The main changes have been to add new terminology relating to virtual reality and the related topics of robotics and networked simulation. This dictionary covers the software, hardware, and applications of computer graphics and contains hundreds of terms not found elsewhere. Definitions are clear and concise, with special attention given to alternate spellings and meanings. Acronyms are decoded, and pronunciation of the seemingly unpronounceable is given, from WYSIWYG (whizzy-wig) to NAPLPS (nap-lips).

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