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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."
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.
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.
This workshop on Graphics Modeling and Visualization in Scientific, Engineering and Technical Applications was held in Darmstadt, Germany, on 13-14 April 1992. Visualization is known as the key technology to control massive data sets and to achieve insight into these tera bytes of data. Graphics Modeling is the enabling technology for advanced interaction. This book contains the keynote papers from three internationally well-known invited speakers and a selection of papers submitted to this workshop. Due to the effective scientific contacts between German and Portuguese researchers, and the results from this cooperation, the workshop was also the 2nd Luso-German Meet- ing on Computer Graphics. The keynote papers present an excellent overview of the main topics of the workshop. Prof. Rae Earnshaw focuses on Scientific Visualization as an inter- disciplinary area of research and application, presenting state of the art concepts and works currently being developed, and the requirements of visualization sys- tems in the 90's. Prof. Frank-Lothar Krause presents Product Modeling as the key for information integration in industry, in particular to support CAD-CAM inte- gration and CIM. Dr. Rolf Iindner introduces the DEDICATED (DEvelopment of a new DImension in Computer Assisted Teaching and EDucation) project, a European DELTA project with a strong involvement of German and Portuguese partners.
Entscheidet sich eine Gesellschaftermehrheit in einer wirtschaftlichen Krisensituation fur Sanierungsmassnahmen und die Leistung von Nachschussen durch alle Gesellschafter, stellt sich die Frage, ob eine solche Mehrheitsentscheidung die dagegen stimmenden Minderheitsgesellschafter verpflichten kann. Soweit ein solcher Beschluss nicht durch eine Mehrheitsklausel im Gesellschaftsvertrag gedeckt ist, kommt eine Verpflichtung der Minderheit zur Nachschussleistung kraft Treuepflicht in Betracht. Die vorliegende Arbeit fragt nach der Existenz einer rechtsformubergreifenden Nachschusspflicht kraft Treuepflicht und untersucht deren Voraussetzungen.
Dieses Buch behandelt zwei internationale Standards der Graphischen Datenverarbeitung (Computer Graphics). CGI (Computer Graphics Interface) definiert eine Schnittstelle zu interaktiven graphischen Ausgabegeraten. CGM (Computer Graphics Metafile) beschreibt die Schnittstelle, die zur Bilddefinition auf Speichermedien oder zur UEbertragung graphischer Daten zwischen verschiedenen Graphikpaketen benutzt wird. Das Buch gibt einen umfassenden Einblick in die Konzepte und Methoden dieser beiden Gerateschnittstellen. Die Einordnung in die Vielzahl weiterer Standards der Graphischen Datenverarbeitung wurde besonders berucksichtigt. Dieses Buch ist die erste umfangreiche Beschreibung dieses Themas in deutscher Sprache. Da alle graphischen Standards und die Sekundarliteratur nur in englischer Sprache vorliegen, dient es dazu, dem Leser einen vereinfachten Zugang zu den Themenbereichen zu geben. Das Ziel dieses Buches ist, dem Neuling im Bereich der graphischen Standards einen umfassenden und dennoch kompakten Einstieg zu vermitteln. Erfahrenere Leser erhalten detaillierte Informationen. Implementierer dieser Standards koennen die uber die Beschreibung der Standards hinausgehenden Bemerkungen nutzen.
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