Human Factors in Virtual Environments and Game Design

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Author :
Publisher : AHFE International
ISBN 13 : 1958651729
Total Pages : 160 pages
Book Rating : 4.9/5 (586 download)

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Book Synopsis Human Factors in Virtual Environments and Game Design by : Tareq Ahram and Christianne Falcão

Download or read book Human Factors in Virtual Environments and Game Design written by Tareq Ahram and Christianne Falcão and published by AHFE International. This book was released on 2023-07-19 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Proceedings of the 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023), July 20–24, 2023, San Francisco, USA

Advances in Human Factors in Wearable Technologies and Game Design

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Author :
Publisher : Springer
ISBN 13 : 3319946196
Total Pages : 437 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis Advances in Human Factors in Wearable Technologies and Game Design by : Tareq Z. Ahram

Download or read book Advances in Human Factors in Wearable Technologies and Game Design written by Tareq Z. Ahram and published by Springer. This book was released on 2018-06-23 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21–25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.

Advances in Human Factors in Wearable Technologies and Game Design

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Author :
Publisher : Springer
ISBN 13 : 3030204766
Total Pages : 429 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Advances in Human Factors in Wearable Technologies and Game Design by : Tareq Ahram

Download or read book Advances in Human Factors in Wearable Technologies and Game Design written by Tareq Ahram and published by Springer. This book was released on 2019-06-13 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user-centered practices can optimize the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability. Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24–28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research.

Advances in Human Factors in Wearable Technologies and Game Design

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Author :
Publisher :
ISBN 13 : 9783030204778
Total Pages : 429 pages
Book Rating : 4.2/5 (47 download)

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Book Synopsis Advances in Human Factors in Wearable Technologies and Game Design by : Tareq Ahram

Download or read book Advances in Human Factors in Wearable Technologies and Game Design written by Tareq Ahram and published by . This book was released on 2020 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user-centered practices can optimize the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability. Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24-28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research.

Advances in Usability, User Experience, Wearable and Assistive Technology

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Author :
Publisher : Springer Nature
ISBN 13 : 3030800911
Total Pages : 1163 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Advances in Usability, User Experience, Wearable and Assistive Technology by : Tareq Z. Ahram

Download or read book Advances in Usability, User Experience, Wearable and Assistive Technology written by Tareq Z. Ahram and published by Springer Nature. This book was released on 2021-07-07 with total page 1163 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2021 Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, held virtually on 25–29 July, 2021, from USA, this book provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.

Human Factors in Augmented Reality Environments

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1461442052
Total Pages : 274 pages
Book Rating : 4.4/5 (614 download)

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Book Synopsis Human Factors in Augmented Reality Environments by : Weidong Huang

Download or read book Human Factors in Augmented Reality Environments written by Weidong Huang and published by Springer Science & Business Media. This book was released on 2012-09-19 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a “good” system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. Human Factors in Augmented Reality Environments is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.

Human Factors in Augmented Reality Environments

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1461442044
Total Pages : 275 pages
Book Rating : 4.4/5 (614 download)

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Book Synopsis Human Factors in Augmented Reality Environments by : Weidong Huang

Download or read book Human Factors in Augmented Reality Environments written by Weidong Huang and published by Springer Science & Business Media. This book was released on 2012-09-19 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a “good” system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. Human Factors in Augmented Reality Environments is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.

Gamification for Human Factors Integration: Social, Education, and Psychological Issues

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Author :
Publisher : IGI Global
ISBN 13 : 1466650729
Total Pages : 362 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Gamification for Human Factors Integration: Social, Education, and Psychological Issues by : Bishop, Jonathan

Download or read book Gamification for Human Factors Integration: Social, Education, and Psychological Issues written by Bishop, Jonathan and published by IGI Global. This book was released on 2014-01-31 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Advances in Human Factors in Wearable Technologies and Game Design

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Author :
Publisher : Springer
ISBN 13 : 3319606395
Total Pages : 268 pages
Book Rating : 4.3/5 (196 download)

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Book Synopsis Advances in Human Factors in Wearable Technologies and Game Design by : Tareq Ahram

Download or read book Advances in Human Factors in Wearable Technologies and Game Design written by Tareq Ahram and published by Springer. This book was released on 2017-06-13 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2017 Conferences on Human Factors and Wearable Technologies and AHFE 2017 Conferences on Human Factors and Game Design, held on July 17-21, 2017, in Los Angeles, California, USA, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.

Advances in Usability, User Experience, Wearable and Assistive Technology

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Author :
Publisher : Springer Nature
ISBN 13 : 3030518280
Total Pages : 940 pages
Book Rating : 4.0/5 (35 download)

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Book Synopsis Advances in Usability, User Experience, Wearable and Assistive Technology by : Tareq Ahram

Download or read book Advances in Usability, User Experience, Wearable and Assistive Technology written by Tareq Ahram and published by Springer Nature. This book was released on 2020-07-01 with total page 940 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2020 Virtual Conference on Usability and User Experience, the AHFE 2020 Virtual Conference on Human Factors and Assistive Technology, the AHFE Virtual Conference on Human Factors and Wearable Technologies, and the AHFE 2020 Virtual Conference on Virtual Environments and Game Design, held on July 16–20, 2020, it provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.

Networked Graphics

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Author :
Publisher : Elsevier
ISBN 13 : 9780080922232
Total Pages : 536 pages
Book Rating : 4.9/5 (222 download)

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Book Synopsis Networked Graphics by : Anthony Steed

Download or read book Networked Graphics written by Anthony Steed and published by Elsevier. This book was released on 2009-10-30 with total page 536 pages. Available in PDF, EPUB and Kindle. Book excerpt: Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources. The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments. Case studies describing real-world systems show how requirements and constraints can be managed.

Evaluating User Experience in Games

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 9781848829633
Total Pages : 277 pages
Book Rating : 4.8/5 (296 download)

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Book Synopsis Evaluating User Experience in Games by : Regina Bernhaupt

Download or read book Evaluating User Experience in Games written by Regina Bernhaupt and published by Springer Science & Business Media. This book was released on 2010-04-12 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

The Fourth Transformation

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Publisher :
ISBN 13 : 9781539894445
Total Pages : 0 pages
Book Rating : 4.8/5 (944 download)

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Book Synopsis The Fourth Transformation by : Robert Scoble

Download or read book The Fourth Transformation written by Robert Scoble and published by . This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ten years from today, the center of our digital lives will no longer be the smart phone, but device that looks like ordinary eyeglasses: except those glasses will have settings for Virtual and Augmented Reality. What you really see and what is computer generated will be mixed so tightly together, that we won't really be able to tell what is real and what is illusion.Instead of touching and sliding on a mobile phone, we will make things happen by moving our eyes or by brainwaves. When we talk with someone or play an online game, we will see that person in the same room with us. We will be able to touch and feel her or him through haptic technology.We won't need to search online with words, because there will be a new Visual Web 100 times larger than the current Internet, and we will find things by images, buy things by brands, or just by looking at a logo on the jacket of a passerby. Language will be irrelevant, and a merchant in a developing world will have access to global markets.Medical devices will cure schizophrenia, allow quadriplegics to walk. People will be able to touch and feel objects and other people who are not actually there for conversations, games and perhaps intimate experiences. From Kindergarten to on-the-job, learning will become experiential. Children will visit great battlefields and tour historic places in VR rather than read about them in text books. Med students and surgeons will learn and practice on virtual humans rather than cadavers; oil rig workers will understand how to handle emergencies, before the ever leave the home office.The Fourth Transformation is based on two years of research and about 400 interviews with technologists and business decision makers. It explains the technology and product landscape on a level designed to be interesting and useful to business thinkers and general audiences. Mostly it talks about how VR and AR are already being used, or will be used in the next one-to-three years. It explains how this massive and fundamental transformation will be driven, nit just by Millennials, but by the generation following them, which the authors have named the Minecraft Generation.Robert Scoble and Shel Israel have written this book in the hope that it will serve as a business thinker's guidebook to the near-term future. They hope readers will walk away understanding the massive changes rapidly arising, so that they will navigate a successful course through the changes they will be facing sooner than they-or their competitors-- may realize just yet.

Simulator Sickness in Virtual Environments

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Author :
Publisher :
ISBN 13 :
Total Pages : 74 pages
Book Rating : 4.X/5 (2 download)

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Book Synopsis Simulator Sickness in Virtual Environments by : Eugenia M. Kolasinski

Download or read book Simulator Sickness in Virtual Environments written by Eugenia M. Kolasinski and published by . This book was released on 1995 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Advances in Usability, User Experience, Wearable and Assistive Technology

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Author :
Publisher :
ISBN 13 : 9783030518295
Total Pages : 939 pages
Book Rating : 4.5/5 (182 download)

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Book Synopsis Advances in Usability, User Experience, Wearable and Assistive Technology by :

Download or read book Advances in Usability, User Experience, Wearable and Assistive Technology written by and published by . This book was released on 2020 with total page 939 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses emerging issues in usability, interface design, human-computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2020 Virtual Conference on Usability and User Experience, the AHFE 2020 Virtual Conference on Human Factors and Assistive Technology, the AHFE Virtual Conference on Human Factors and Wearable Technologies, and the AHFE 2020 Virtual Conference on Virtual Environments and Game Design, held on July 16-20, 2020, it provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.

Handbook of Virtual Environments

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Author :
Publisher :
ISBN 13 : 9781138074637
Total Pages : 0 pages
Book Rating : 4.0/5 (746 download)

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Book Synopsis Handbook of Virtual Environments by : Kelly S. Hale

Download or read book Handbook of Virtual Environments written by Kelly S. Hale and published by . This book was released on 2018-02-21 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Complete Toolbox of Theories and Techniques The second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given areas of expertise to provide extensive scope and detail on VE technology and its applications. What's New in the Second Edition: Updated glossary of terms to promote common language throughout the community New chapters on olfactory perception, avatar control, motion sickness, and display design, as well as a whole host of new application areas Updated information to reflect the tremendous progress made over the last decade in applying VE technology to a growing number of domains This second edition includes nine new, as well as forty-one updated chapters that reflect the progress made in basic and applied research related to the creation, application, and evaluation of virtual environments. Contributions from leading researchers and practitioners from multidisciplinary domains provide a wealth of theoretical and practical information, resulting in a complete toolbox of theories and techniques that you can rely on to develop more captivating and effective virtual worlds. The handbook supplies a valuable resource for advancing VE applications as you take them from the laboratory to the real-world lives of people everywhere.

Handbook of Virtual Humans

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470023171
Total Pages : 468 pages
Book Rating : 4.4/5 (7 download)

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Book Synopsis Handbook of Virtual Humans by : Nadia Magnenat-Thalmann

Download or read book Handbook of Virtual Humans written by Nadia Magnenat-Thalmann and published by John Wiley & Sons. This book was released on 2005-10-31 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area. Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.