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Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider's view of what works, what doesn't work, and why, Developi
Virtual reality. --- Application software --- Development. --- Development of application software --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Information Technology --- General and Others --- Virtual reality --- 766:681.3 --- Digitale kunsten ; toegepaste --- Virtual reality ; handboeken --- Development --- Gebruiksgrafiek ; digitale ; webtoepassingen ; computerprogramma's
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Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will need to demonstrate a favourable value proposition if they are to survive. In particular, non-game-oriented worlds will need to facilitate business processes to a degree that exceeds their substantial costs for development and maintenance. Working Through Synthetic Worlds explores a variety of different tasks that might benefit by being performed within a synthetic world. The editors use a distinctive format for the book, consisting of a set of chapters composed of three parts: ¢ a story or vignette that describes work conducted within a synthetic world based loosely on the question, 'what will work be like in the year 2025?', founded on the expert authors' expectations of plausible future technologies ¢ a scholarly review of the technologies described by the stories and the current theories related to those technologies ¢ a prescription for future research required to bridge the current state-of-the-art with the notional worlds described in the stories. The book will appeal to undergraduate and graduate students, professors, scientists and engineers, managers in high-tech industries and software developers.
Human-computer interaction --- Virtual reality in management --- Virtual reality --- Technological innovations --- Forecasting. --- Management --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems)
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Mixed Reality is moving out of the research-labs into our daily lives. It plays an increasing role in architecture, design and construction. The combination of digital content with reality creates an exciting synergy that sets out to enhance engagement within architectural design and construction. State-of-the-art research projects on theories and applications within Mixed Reality are presented by leading researchers covering topics in architecture, design collaboration, construction and education. They discuss current projects and offer insight into the next wave of Mixed Reality possibilities.
Architectural design -- Data processing. --- Architecture. --- Virtual reality in architecture. --- Applied Mathematics --- Architecture --- Art, Architecture & Applied Arts --- Engineering & Applied Sciences --- Virtual reality. --- Human-computer interaction. --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer science. --- Computer-aided engineering. --- Graphic design. --- Engineering design. --- Buildings --- Building. --- Construction. --- Engineering, Architectural. --- Computer Science. --- Computer-Aided Engineering (CAD, CAE) and Design. --- Engineering Design. --- Building Construction. --- Interaction Design. --- Design and construction. --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Computer simulation --- Reality --- Computer aided design. --- Architectural design. --- Building Construction and Design. --- Design --- Structural design --- Design, Engineering --- Engineering --- Industrial design --- Strains and stresses --- CAD (Computer-aided design) --- Computer-assisted design --- Computer-aided engineering --- Buildings—Design and construction. --- CAE --- Architectural engineering --- Construction --- Construction science --- Engineering, Architectural --- Structural engineering --- Construction industry --- Data processing --- Design and construction
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