Human Walking in Virtual Environments

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Publisher : Springer Science & Business Media
ISBN 13 : 1441984321
Total Pages : 405 pages
Book Rating : 4.4/5 (419 download)

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Book Synopsis Human Walking in Virtual Environments by : Frank Steinicke

Download or read book Human Walking in Virtual Environments written by Frank Steinicke and published by Springer Science & Business Media. This book was released on 2013-05-15 with total page 405 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.

Handbook of Virtual Environments

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Publisher : CRC Press
ISBN 13 : 1466511842
Total Pages : 1450 pages
Book Rating : 4.4/5 (665 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 CRC Press. This book was released on 2014-09-10 with total page 1450 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.

Being Really Virtual

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Publisher : Springer
ISBN 13 : 3319430785
Total Pages : 175 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Being Really Virtual by : Frank Steinicke

Download or read book Being Really Virtual written by Frank Steinicke and published by Springer. This book was released on 2016-10-22 with total page 175 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.

Virtual Environments ’95

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Publisher : Springer
ISBN 13 :
Total Pages : 324 pages
Book Rating : 4.:/5 (321 download)

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Book Synopsis Virtual Environments ’95 by : Martin Göbel

Download or read book Virtual Environments ’95 written by Martin Göbel and published by Springer. This book was released on 1995-09-14 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Environments - (VE) the new dimension in man-machine communication - have been developed and experienced in Europe since 1990. 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. 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 clear that Virtual Environments are now under use in interactive applications. The book contains 22 selected and revised papers that have been presented in EG workshops in Barcelona and Monte Carlo. The areas covered are visual presentation aspects, gesture and speech interaction issues, applications and VE system, demonstrating very clearly the emphasis and the results of various research activities in the field.

Encyclopedia of Computer Graphics and Games

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Publisher : Springer Nature
ISBN 13 : 3031231619
Total Pages : 2150 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

The VR Book

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Publisher : Morgan & Claypool
ISBN 13 : 1970001135
Total Pages : 637 pages
Book Rating : 4.9/5 (7 download)

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Book Synopsis The VR Book by : Jason Jerald

Download or read book The VR Book written by Jason Jerald and published by Morgan & Claypool. This book was released on 2015-09-01 with total page 637 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.

Technological Innovation for Sustainability

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Publisher : Springer
ISBN 13 : 3642191703
Total Pages : 606 pages
Book Rating : 4.6/5 (421 download)

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Book Synopsis Technological Innovation for Sustainability by : Luis M. Camarinha-Matos

Download or read book Technological Innovation for Sustainability written by Luis M. Camarinha-Matos and published by Springer. This book was released on 2011-02-14 with total page 606 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second IFIP WG 5.5/SOCOLNET Doctoral Conference on Computing, Electrical and Industrial Systems, DoCEIS 2011, held in Costa de Caparica, Portugal, in February 2011. The 67 revised full papers were carefully selected from numerous submissions. They cover a wide spectrum of topics ranging from collaborative enterprise networks to microelectronics. The papers are organized in topical sections on collaborative networks, service-oriented systems, computational intelligence, robotic systems, Petri nets, sensorial and perceptional systems, sensorial systems and decision, signal processing, fault-tolerant systems, control systems, energy systems, electrical machines, and electronics.

The Neural Control of Locomotion: Current Knowledge and Future Research

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Publisher : Frontiers Media SA
ISBN 13 : 2889765687
Total Pages : 218 pages
Book Rating : 4.8/5 (897 download)

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Book Synopsis The Neural Control of Locomotion: Current Knowledge and Future Research by : Monika Pötter-Nerger

Download or read book The Neural Control of Locomotion: Current Knowledge and Future Research written by Monika Pötter-Nerger and published by Frontiers Media SA. This book was released on 2022-07-14 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration

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Publisher : Springer
ISBN 13 : 3030218171
Total Pages : 403 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration by : Panayiotis Zaphiris

Download or read book Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration written by Panayiotis Zaphiris and published by Springer. This book was released on 2019-07-10 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 11590 and 11591 constitutes the refereed proceedings of the 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, FL, USA in July 2019. The 1274 full papers 209 posters presented at the HCII 2019 conferences were carefully reviewed and selected from 5029 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: mobile and ubiquitous learning; virtual reality and augmented reality systems for learning; and collaborative technology.

Virtual, Augmented and Mixed Reality

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Publisher : Springer Nature
ISBN 13 : 3031610415
Total Pages : 336 pages
Book Rating : 4.0/5 (316 download)

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Book Synopsis Virtual, Augmented and Mixed Reality by : Jessie Y. C. Chen

Download or read book Virtual, Augmented and Mixed Reality written by Jessie Y. C. Chen and published by Springer Nature. This book was released on with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Constructing Self-Discovery Learning Spaces Online: Scaffolding and Decision Making Technologies

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Publisher : IGI Global
ISBN 13 : 1613503210
Total Pages : 308 pages
Book Rating : 4.6/5 (135 download)

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Book Synopsis Constructing Self-Discovery Learning Spaces Online: Scaffolding and Decision Making Technologies by : Hai-Jew, Shalin

Download or read book Constructing Self-Discovery Learning Spaces Online: Scaffolding and Decision Making Technologies written by Hai-Jew, Shalin and published by IGI Global. This book was released on 2011-11-30 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: As an increasing amount of information is made available online, the assumption is that people who visit Web sites will be able to strategize their learning to optimize access to this information. Constructing Self-Discovery Learning Spaces Online: Scaffolding and Decision Making Technologies raises awareness of the strategies supporting self-driven learner efficacy on a number of site types. This book reflects on existing literature about self-discovery learning and what learners need in terms of scaffolding to help them make the right decisions, assess their own level of learning, vet information strategically, collaborate with other learners, and build their own skill sets.

Virtual, Augmented and Mixed Reality

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Publisher : Springer
ISBN 13 : 3319579878
Total Pages : 576 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Virtual, Augmented and Mixed Reality by : Stephanie Lackey

Download or read book Virtual, Augmented and Mixed Reality written by Stephanie Lackey and published by Springer. This book was released on 2017-06-28 with total page 576 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 9th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 45 papers presented in this volume were organized in topical sections named: developing virtual and augmented environments; interaction techniques in VAMR; VAMR in education and training; virtual worlds and games; user experience in VAMR; and health issues in VR.

Spatial Cognition XI

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Publisher : Springer
ISBN 13 : 3319963856
Total Pages : 346 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis Spatial Cognition XI by : Sarah Creem-Regehr

Download or read book Spatial Cognition XI written by Sarah Creem-Regehr and published by Springer. This book was released on 2018-08-29 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the 11th International Conference, Spatial Cognition 2018, held in Tübingen, Germany, in September 2018. The 22 revised full papers presented in this book were carefully selected and reviewed from 44 submissions. They focus on the following topics: navigating in space; talking about space; agents, actions, and space; and individuals in space.

Intelligent Data Analysis for Real-Life Applications: Theory and Practice

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Publisher : IGI Global
ISBN 13 : 1466618078
Total Pages : 444 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Intelligent Data Analysis for Real-Life Applications: Theory and Practice by : Magdalena-Benedito, Rafael

Download or read book Intelligent Data Analysis for Real-Life Applications: Theory and Practice written by Magdalena-Benedito, Rafael and published by IGI Global. This book was released on 2012-06-30 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the recent and enormous increase in the amount of available data sets of all kinds, applying effective and efficient techniques for analyzing and extracting information from that data has become a crucial task. Intelligent Data Analysis for Real-Life Applications: Theory and Practice investigates the application of Intelligent Data Analysis (IDA) to these data sets through the design and development of algorithms and techniques to extract knowledge from databases. This pivotal reference explores practical applications of IDA, and it is essential for academic and research libraries as well as students, researchers, and educators in data analysis, application development, and database management.

Computational Science - ICCS 2006

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Publisher : Springer Science & Business Media
ISBN 13 : 3540343814
Total Pages : 1157 pages
Book Rating : 4.5/5 (43 download)

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Book Synopsis Computational Science - ICCS 2006 by :

Download or read book Computational Science - ICCS 2006 written by and published by Springer Science & Business Media. This book was released on 2006 with total page 1157 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Psychology of Learning and Motivation

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Publisher : Academic Press
ISBN 13 : 0128024712
Total Pages : 251 pages
Book Rating : 4.1/5 (28 download)

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Book Synopsis Psychology of Learning and Motivation by :

Download or read book Psychology of Learning and Motivation written by and published by Academic Press. This book was released on 2015-01-21 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Psychology of Learning and Motivation publishes empirical and theoretical contributions in cognitive and experimental psychology, ranging from classical and instrumental conditioning to complex learning and problem solving. Each chapter thoughtfully integrates the writings of leading contributors, who present and discuss significant bodies of research relevant to their discipline. Volume 62 includes chapters on such varied topics as automatic logic and effortful beliefs, complex learning and development, bias detection and heuristics thinking, perceiving scale in real and virtual environments, using multidimensional encoding and retrieval contexts to enhance our understanding of source memory, causes and consequences of forgetting in thinking and remembering and people as contexts in conversation. - Volume 62 of the highly regarded Psychology of Learning and Motivation series - An essential reference for researchers and academics in cognitive science - Relevant to both applied concerns and basic research

Implementing Augmented Reality Into Immersive Virtual Learning Environments

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Publisher : IGI Global
ISBN 13 : 1799842231
Total Pages : 266 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Implementing Augmented Reality Into Immersive Virtual Learning Environments by : Russell, Donna

Download or read book Implementing Augmented Reality Into Immersive Virtual Learning Environments written by Russell, Donna and published by IGI Global. This book was released on 2020-12-18 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.