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Virtual reality in education --- Shared virtual environments
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Virtual Reality is clearly interdisciplinary research. It has, not only Information Technology importance but social, educational, economical importance too. It combines multiple disciplines for the development of virtual reality systems in which the user has the immersive feeling of being in the real world. Virtual reality has several applications in almost all fields of real life. The most typical fields for the application of virtual reality are health-care, engineering and game industry. This book may be a solid basis for the novice and advanced engineers who would like to develop user friendly Virtual Environments for education, rehabilitation and other applications of Virtual Reality. Our book provides a resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.
Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Virtual reality
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At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology.
Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Virtual reality
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Arguing that the virtual body is something new—namely, an entity that from an ontological perspective has only recently entered the world—Roberto Diodato considers the implications of this kind of body for aesthetics. Virtual bodies insert themselves into the space opened up by the famous distinction in Aristotle's Physics between natural and artificial beings—they are both. They are beings that are simultaneously events; they are images that are at once internal and external; they are ontological hybrids that exist only in the interaction between logical-computational text and human bodies endowed with technological prostheses. Pursuing this line of thought, Diodato reconfigures classic aesthetic concepts such as mimesis, representation, the relation between illusion and reality, the nature of images and imagination, and the theory of sensory knowledge.
Virtual reality in art. --- Art and technology. --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Technology and art --- Technology --- Philosophy.
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Virtual reality. --- Avatars (Virtual reality) --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality
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Computer simulation. --- Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing
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Ce guide pratique présente des conseils et informations pour utiliser au mieux les ressources d'Internet. Il explique comment trouver une information pertinente, protéger les enfants des sites à caractère pornographique, éviter les pourriels, utiliser Facebook en toute sécurité, télécharger, jouer aux jeux vidéo, connaître les arnaques les plus courantes, etc.--[Memento]
Internet --- Computer security --- Internet and teenagers --- Internet and children --- Online social networks --- Sécurité informatique --- Internet et adolescents --- Internet et enfants --- Réseautage personnel (Informatique) --- Security measures --- Social aspects --- Sécurité --- Mesures --- Aspect Social --- Computer security. --- Sécurité informatique --- Réseautage personnel (Informatique) --- Sécurité --- Internet and families --- Shared virtual environments --- Cell phones and teenagers --- Social aspects.
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Es wird eine Methode zur Bestimmung von quantitativ klassifizierenden kulturellen Variablen der Mensch-Maschine-Interaktion (MMI) präsentiert und in einem Werkzeug für die interkulturelle Interaktionsanalyse umgesetzt. Rüdiger Heimgärtner zeigt, dass MMI anhand der kulturell geprägten Interaktionsmuster des Benutzers automatisch an dessen kulturellen Hintergrund angepasst werden kann. Empfehlungen für das Design interkultureller Benutzungsschnittstellen sowie für die Architekturbildung kulturell-adaptiver Systeme runden die Arbeit ab. Der Arbeitsbericht der Dissertation ist in elektronischer Form auf der IUIC-WebSite www.iuic.de veröffentlicht. Nach Registrierung unter "Projekte/Projects" und Bestätigung der Aktivierungs-Email können Interessierte den Arbeitsbericht einsehen.
Human-computer interaction. --- Multimedia systems. --- Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- 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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Unternehmen, die informatikgestütztes Datenmanagement einsetzen, sind - mehr denn je - mit umfangreichen Datenmengen (etwa Produkt-, Workflow- und Personaldaten) konfrontiert, die relevant für ihre strategischen Entscheidungen sind. Eine große Herausforderung besteht darin, diese komplexen Datenbestände in ihrem Anwendungskontext zu visualisieren, zu filtern und zu interpretieren, um sie schließlich effektiv und effizient verwenden zu können. Vor diesem Problemhintergrund zeigen drei praxisbezogene Fallstudien mehrere integrale, konzeptuell-programmatische Lösungsansätze aus der interdisziplinären Perspektive der Mensch-Computer Interaktion auf. Ein besonderes Augenmerk gilt dem - hinsichtlich »Usability« und »User Experience« - vielversprechenden Ansatz »Skalierbarer Benutzungsschnittstellen« (Zoomable User Interfaces). Die konzeptuellen und gestalterischen Erkenntnisse führen zur Ableitung verallgemeinerbarer Problemlösungsansätze, die in Form von »Patterns« für den praktischen Einsatz dokumentiert sind. Studierenden und Wissenschaftlern bietet die theoretische und methodische Konfundierung wesentliche Grundlagen und innovative Anregungen für eigene Studien. Die ermittelten »Patterns« unterstützen Consultants und Praktiker bei der Entwicklung und Auswahl von geeigneten Visualisierungs-, Interaktions-, Such- und Filtertechniken für komplexe Informationsräume in der betrieblichen Praxis.
Human-computer interaction. --- Multimedia systems. --- Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- 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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"Ethnography and Virtual Worlds" is the only book of its kind - a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. This title provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame. It draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft. It provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues. It guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results. It addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography.
Science --- Ethnology. Cultural anthropology --- Ethnology --- Virtual reality --- Methodology --- Research --- Computer network resources --- Interactive media --- Ethnologie --- Méthodologie --- Recherche --- Ressources Internet --- Virtual reality. --- #SBIB:39A2 --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Cultural anthropology --- Ethnography --- Races of man --- Social anthropology --- Anthropology --- Human beings --- Methodology. --- Research. --- Computer network resources. --- Interactive media. --- Antropologie: methoden en technieken --- Méthodologie. --- Recherche. --- Ressources Internet. --- Ethnology - Methodology --- Ethnology - Research --- Ethnology - Computer network resources --- Ethnology - Interactive media
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