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Virtual reality / Nada Bates-Brkljac, editor.
- Format:
- Book
- 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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