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The two volume set LNCS 8887 and 8888 constitutes the refereed proceedings of the 10th International Symposium on Visual Computing, ISVC 2014, held in Las Vegas, NV, USA. The 74 revised full papers and 55 poster papers presented together with 39 special track papers were carefully reviewed and selected from more than 280 submissions. The papers are organized in topical sections: Part I (LNCS 8887) comprises computational bioimaging, computer graphics; motion, tracking, feature extraction and matching, segmentation, visualization, mapping, modeling and surface reconstruction, unmanned autonomous systems, medical imaging, tracking for human activity monitoring, intelligent transportation systems, visual perception and robotic systems. Part II (LNCS 8888) comprises topics such as computational bioimaging , recognition, computer vision, applications, face processing and recognition, virtual reality, and the poster sessions.
The two volume set LNCS 8887 and 8888 constitutes the refereed proceedings of the 10th International Symposium on Visual Computing, ISVC 2014, held in Las Vegas, NV, USA. The 74 revised full papers and 55 poster papers presented together with 39 special track papers were carefully reviewed and selected from more than 280 submissions. The papers are organized in topical sections: Part I (LNCS 8887) comprises computational bioimaging, computer graphics; motion, tracking, feature extraction and matching, segmentation, visualization, mapping, modeling and surface reconstruction, unmanned autonomous systems, medical imaging, tracking for human activity monitoring, intelligent transportation systems, visual perception and robotic systems. Part II (LNCS 8888) comprises topics such as computational bioimaging , recognition, computer vision, applications, face processing and recognition, virtual reality, and the poster sessions.
From video games to mobile augmented reality, 3D interaction is everywhere. But simply choosing to use 3D input or 3D displays isn't enough: 3D user interfaces (3D UIs) must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today's most comprehensive primary reference to building outstanding 3D UIs. Four pioneers in 3D user interface research and practice have extensively expanded and updated this book, making it today's definitive source for all things related to state-of-the-art 3D interaction. This edition goes far beyond VR, covering the full spectrum of emerging applications for 3D UIs, and presenting an extraordinary array of pioneering techniques and technologies. The authors combine theoretical foundations, analysis of devices and techniques, empirically validated design guidelines, and much more. Throughout each chapter, they illustrate key concepts with running case studies on gaming, mobile AR, and robot teleoperation. You'll find authoritative, accessible coverage of all this, and much more: Essentials of HCI and human factors (for thousands of students and practitioners now entering the field) How 3D UIs have evolved, and the "hard problems" that remain 3D UIs in console gaming, VR, augmented reality (AR), robot teleoperation, mobile/wearable computers, and remote collaboration How 3D input/output enables users to perceive and act much as they do in the physical world 3D output devices, including visual, auditory, haptic, and tactile displays 3D input devices, including traditional, special purpose, and direct human input via biosignals (e.g., brain input) 3D interaction techniques for common tasks such as selection, manipulation, navigation, and system control Strategies for designing and developing 3D UIs, including the use of 2D interaction; "magic" vs. "natural" interaction techniques; multimodal interaction, and two-handed interaction Evaluating existing 3D UIs, and previewing their future
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