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Virtual Realities : International Dagstuhl Seminar, Dagstuhl Castle, Germany, June 9-14, 2013, Revised Selected Papers / edited by Guido Brunnett, Sabine Coquillart, Robert van Liere, Gregory Welch, Libor Váša.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Brunnett, G. (Guido), Editor.
Coquillart, Sabine., Editor.
van Liere, Robert., Editor.
Welch, Gregory., Editor.
Váša, Libor., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 8844
Information Systems and Applications, incl. Internet/Web, and HCI ; 8844
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Application software.
Artificial intelligence.
Computer graphics.
Multimedia systems.
Computer vision.
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Artificial Intelligence.
Computer Graphics.
Multimedia Information Systems.
Computer Vision.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Artificial Intelligence.
Computer Graphics.
Multimedia Information Systems.
Computer Vision.
Physical Description:
1 online resource (VIII, 261 pages) : 121 illustrations
Edition:
1st ed. 2015.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2015.
System Details:
text file PDF
Summary:
Virtual reality (VR) is a multidisciplinary area of research aimed at interactive human-computer-mediated simulations of artificial environments. An important aspect of VR-based systems is the stimulation of the human senses - usually sight, sound, and touch - in such a way that a user feels a sense of presence in the virtual environment. Sometimes it is important to combine real and virtual objects in the same real or virtual environment. This approach is often referred to as augmented reality (AR), when virtual objects are integrated into a real environment. Typical VR applications include simulation, training, scientific visualization, and entertainment, whereas typical AR applications include computer-aided manufacturing or maintenance and computer-aided surgery or medicine. This book comprises a collection of research and position papers presented at Dagstuhl Seminar 13241 on Virtual Realities, held at Schloss Dagstuhl, Germany, in June 2013. The 13 papers in this volume were carefully reviewed and selected from 18 submissions. They are organized in topical sections on: VR environments; interactions and user experience; virtual humans; and tele-existence.
Contents:
VR Environments
Live Will Never Be the Same! How Broadcasting Might Influence the Acceptance and Widespread Usage of Augumented Reality
Four Metamorphosis States in a Distributed Virtual (TV) Studio: Human, Cyborg, Avatar, and Bot - Markerless Tracking and Feedback for Realtime Animation Control
VELOS - A VR Environment for Ship Applications: Current Status and Planned Extensions
Underwater Mixed Environments
Interaction and User Experience A Critical Analysis of Human-Subject Experiments in Virtual Reality and 3D User Interfaces
Mobile Devices for Virtual Reality Interaction. A Survey of Techniques and Metaphors
Hand Pose Recognition - Overview and Current Research
Virtual Humans
Applications of Avatar Mediated Interaction to Teaching, Training, Job Skills and Wellness
VR-Assisted Physical Rehabilitation: Adapting to the Needs of Therapists and Patients
Hierarchical Method for Segmentation by Classification of Motion Capture Data
Content Creation and Authoring Challenges for Virtual Environments: From User Interfaces to Autonomous Virtual Characters
Tele-Existence
Technical Report: Exploring Human Surrogate Characteristics
Telexistence: Past, Present, and Future.
Other Format:
Printed edition:
ISBN:
978-3-319-17043-5
9783319170435
Access Restriction:
Restricted for use by site license.

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