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Virtual reality / Nada Bates-Brkljac, editor.

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Format:
Book
Contributor:
Bates-Brkljac, Nada.
Series:
Computer science, technology and applications.
Computer science, technology and applications
Language:
English
Subjects (All):
Computer simulation.
Virtual reality.
Physical Description:
1 online resource (204 p.)
Edition:
1st ed.
Place of Publication:
New York : Nova Science Publishers, c2012.
Language Note:
English
Summary:
In this text, the authors gather research from across the globe in the study of virtual reality including education processes implemented in the simulated environment of the laboratory; an intuitive 3D interface infrastructure for virtual reality applications; and more.
Contents:
Intro
VIRTUAL REALITY
CONTENTS
PREFACE
Chapter 1 SECOND LIFE AS EDUCATIONAL SPACE FOR THE SIMULATION OF ENTERPRISES' START UP AND FOR MANAGERIAL CULTURE DEVELOPMENT
ABSTRACT
1. INTRODUCTION
2. THEORETICAL BACKGROUND ON SECOND LIFE AS EDUCATIONAL SPACE
3. THE METHODOLOGICAL FRAMEWORK
4. THE ENTERPRISE SIMULATION METHODOLOGY APPLIED IN BOLOGNA UNIVERSITY LABORATORY
5. THE ENTERPRISE SIMULATION IN REAL ENVIRONMENT: THE CASE KK PERSONAL ROBE
6. THE ENTERPRISE SIMULATION IN SECOND LIFE: THE CASE NEW FASHION PERSPECTIVES
7. THE RESEARCH RESULTS
CONCLUSION
REFERENCES
Chapter 2 AN INTUITIVE 3D INTERFACE INFRASTRUCTURE FOR VIRTUAL REALITY APPLICATIONS
1.1. The Virtual Reality Application Interfaces
1.2. The Current Trend of Interface Development
1.2.1. The 2D Multi-Touch Technology
1.2.2. Body Motion Control in Gaming Industry
1.3. The CAVE System and Intuitive Interface
1.3.1. The CAVE System
1.3.2. Major Challenges
2. LITERATURE REVIEW
2.1. Device-Based Interfaces
2.1.1. 3D mouse
2.1.2. Traditional Generic Devices
2.1.3. Customized Devices
2.1.4. Data-Gloves
2.2. Gesture-Based Interfaces
2.2.1. Visual Recognition
2.2.2. Marker System
2.3. Biological Tracking Systems
3. DESIGN AND IMPLEMENTATION
3.1. Control Model Design
3.1.1. From 2D Multi-Touch to 3D Hand Input
3.1.2. From 3D Hand Input to Intelligent Interface
3.2. Hardware Implementation
3.2.1. IR Motion Capture System
3.2.2. The imseCAVE
3.2.3. Calibration of IR Motion Tracking System in Imsecave
3.2.4. Hand-Input Model Implementation
3.2.5. Implementation of a Hand Tracking Framework in Virtools
3.3. Limitations of the Tracking System.
4. CASE STUDY - A CAVE-BASED VR FORKLIFT TRUCK SIMULATION SYSTEM FOR SAFETY ENHANCEMENT
4.1. Background
4.2. Enhanced Head Tracking
4.3. Intuitive Menu Operation
4.4. Implementation Results
CONCLUSION AND FUTURE WORK
REFERENCE
Chapter 3 REVERSE ENGINEERING TOOLS IN AUGMENTED REALITY TO SUPPORT ACQUISITION, PROCESSING AND INTERACTIVE STUDY OF CULTURAL AND ARCHAEOLOGICAL HERITAGE
2. HARDWARE AND SOFTWARE SETUP
2.1. Collimation between Measurement and Visualization
3. INTERACTIVE STUDY OF REAL OBJECTS
3.1.Brief Recalls on Curves and Surfaces Representation
3.2. Acquisition of Curves and Surfaces of Archeological Fragment
3.3. Geometrical Analysis of Fragments
3.3.1. Study of Revolved Surfaces
3.3.2. Matching of Profiles
3.3.3. Profile Recognition and DatabaseComparison
4. INTERACTIVE MANIPULATION OF VIRTUALOBJECTS
4.1. Adding Virtual Entities
4.2. Scaling and Magnifying Virtual Objects
4.3. Interactive Live Sectioning of Virtual Objects
4.4. Free Moving and Rotating of Virtual Objects
4.5. Functional Constraints and Moving Partially Constrained Objects
Chapter 4 PRESENCE IN VIRTUAL REALITY: IMPORTANCE AND METHODS TO INCREASE IT
PRESENCE
IMPORTANCE OF PRESENCE
FACTORS INFLUENCING PRESENCE
User Variables
Level of Anxiety
Sensory Processing
Interaction Variables
Degree of Relevance/Meaning
SUMMARY
Chapter 5 VIRTUAL REALITY IN TEXTILE FIELD
INTRODUCTION
BASIC OF TEXTILES
Simple Theory
Fabrics Classification
Real Textiles
APPLICATION OF VIRTUAL REALITY IN TEXTILES
Realized Systems
Simple Application
Commercial Systems
TEXTILE COMPOSITES
Composite Volume Structure
Voids in Composite
CONCLUSION.
ACKNOWLEDGEMENT
Chapter 6 VIRTUAL REALITY AS A TOOL FOR MACHINING-PROCESSES SIMULATION AND EVALUATION
2.VIRTUAL ENVIRONMENT SYSTEMS FOR MACHINING PROCESSES SIMULATION
3.METHODOLOGY FOR THE DEVELOPMENT OF A VIRTUAL ENVIRONMENT FOR 3 AXIS MILLING PROCESS SIMULATION
3.1. Cutter Path Determination
3.2. Three Dimensional Geometrical Models
3.3. Workpiece Material Removal Simulation
3.4. Quantitative Data Parameters Determination in Machining Processes
4. THE PROPOSED VIRTUAL MACHINING PROCESS SIMULATION SYSTEM
5. VERIFICATION OF THE DEVELOPED MODEL FOR MACHINING PROCESSES QUANTITATIVE DATA CALCULATION
CONCLUSIONS
ACKNOWLEDGMENT
Chapter 7 VIRTUAL REALITY AS A TOOL TO IMPROVE THE QUALITY OF LIFE OF PEOPLE WITH AUTISM AND LEARNING DIFFICULTIES
AUTISM AND LEARNING DIFFICULTIES
BACKGROUND
ADVANTAGES OF VR TOOLS FOR PEOPLE WITH AUTISM AND LEARNING DIFFICULTIES
Environment Understanding
From Literality to Symbolism
Social Abilities
DESCRIPTION OF VIRTUAL REALITY APPLICATIONS
Virtual Supermarket
Virtual School
DEVELOPMENT
EXPERIMENTAL ASSESSMENT
SOME RESULTS
ACKNOWLEDGMENTS
INDEX
Blank Page.
Notes:
Description based upon print version of record.
Includes bibliographical references and index.
Description based on print version record.
ISBN:
1-61470-265-9
OCLC:
830627706

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