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EBookClubs

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Book 2014 IEEE VR Workshop Sonic Interaction in Virtual Environments  SIVE

Download or read book 2014 IEEE VR Workshop Sonic Interaction in Virtual Environments SIVE written by IEEE Staff and published by . This book was released on 2014-03-29 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Sonic interaction design is defined as the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic emotional qualities in interactive contexts This field lies at the intersection of interaction design and sound and music computing In the virtual reality community, the focus on research in topics related to auditory feedback has been rather limited when compared, for example, to the focus placed on visual feedback or even on haptic feedback However, in communities such as the film community or the product sound design community it is well known that sound is a powerful way to communicate meaning and emotion to a scene or a product The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual environments

Book 2018 IEEE 4th VR Workshop on Sonic Interactions for Virtual Environments  SIVE

Download or read book 2018 IEEE 4th VR Workshop on Sonic Interactions for Virtual Environments SIVE written by IEEE Staff and published by . This book was released on 2018-03-18 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Sonic interaction design is defined as the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic emotional qualities in interactive contexts This field lies at the intersection of interaction design and sound and music computing The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual augmented mixed reality (VR AR MR) environments We also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of VR AR MR environments

Book 2015 IEEE 2nd VR Workshop on Sonic Interactions for Virtual Environments  SIVE

Download or read book 2015 IEEE 2nd VR Workshop on Sonic Interactions for Virtual Environments SIVE written by IEEE Staff and published by . This book was released on 2015-03-24 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual environments We will also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of virtual reality environments The workshop will feature state of the art research on the field of sound for virtual environments We will also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of virtual reality environments

Book 2017 IEEE 3rd VR Workshop on Sonic Interactions for Virtual Environments  SIVE

Download or read book 2017 IEEE 3rd VR Workshop on Sonic Interactions for Virtual Environments SIVE written by IEEE Staff and published by . This book was released on 2017-03-19 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual environments We will also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of virtual reality environments Moreover, the workshop will feature state of the art research on the field of sound for virtual environments

Book Sonic Interactions in Virtual Environments

Download or read book Sonic Interactions in Virtual Environments written by Michele Geronazzo and published by Springer Nature. This book was released on 2022-10-13 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.

Book Encyclopedia of Computer Graphics and Games

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Book Augmented Reality  Virtual Reality  and Computer Graphics

Download or read book Augmented Reality Virtual Reality and Computer Graphics written by Lucio Tommaso De Paolis and published by Springer. This book was released on 2018-07-13 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018. The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.

Book Human Computer Interaction  Recognition and Interaction Technologies

Download or read book Human Computer Interaction Recognition and Interaction Technologies written by Masaaki Kurosu and published by Springer. This book was released on 2019-07-10 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 3 volume-set LNCS 11566, 11567 + 11568 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 21st International Conference on Human-Computer Interaction, HCII 2019, which took place in Orlando, Florida, USA, in July 2019. A total of 1274 papers and 209 posters have been accepted for publication in the HCII 2019 proceedings from a total of 5029 submissions. The 125 papers included in this HCI 2019 proceedings were organized in topical sections as follows: Part I: design and evaluation methods and tools; redefining the human in HCI; emotional design, Kansei and aesthetics in HCI; and narrative, storytelling, discourse and dialogue. Part II: mobile interaction; facial expressions and emotions recognition; eye-gaze, gesture and motion-based interaction; and interaction in virtual and augmented reality. Part III: design for social challenges; design for culture and entertainment; design for intelligent urban environments; and design and evaluation case studies.

Book Biomimetic and Biohybrid Systems

Download or read book Biomimetic and Biohybrid Systems written by Fabian Meder and published by Springer Nature. This book was released on 2023-07-31 with total page 411 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 12th International Conference on Biomimetic and Biohybrid Systems, Living Machines 2022, in Genoa, Italy, held in July 19–22, 2022. The 44 full papers and 14 short papers presented were carefully reviewed and selected from 67 submissions. They deal with research on novel life-like technologies inspired by the scientific investigation of biological systems, biomimetics, and research that seeks to interface biological and artificial systems to create biohybrid systems. The conference aims to highlight the most exciting research in both fields united by the theme of “Living Machines.”

Book Mobile and Ubiquitous Learning

Download or read book Mobile and Ubiquitous Learning written by Shengquan Yu and published by Springer. This book was released on 2017-11-16 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the latest trends and technologies in the field of mobile and ubiquitous learning. It highlights best practices in technology-enhanced learning, and explores how new technologies such as mobile, augmented and wearable technologies are shaping instructional design strategies and the content curriculum development process. The book consists of approximately 20 chapters, written by international experts in the field of mobile and ubiquitous learning. The authors hail from Austria, Brazil, Canada, China, Greece, India, Malaysia, Mauritius, Saudi Arabia, Spain, Sweden, and the United Kingdom. Topics covered include but are not limited to: Use of social media in mobile learning, Contexts of learning and challenges of mobility: Designing for formal, informal, and non-formal learning, Mobile virtual reality: a promising technology to change the way we learn and teach, Mobile applications for encyclopedias, Ethical considerations in the incorporation of mobile and ubiquitous technologies into teaching and learning, Use of augmented reality in mobile learning for students with disabilities, Using wearable technology to support transfer of expertise, and Core technologies in mobile learning. Providing valuable insights on the future of education and the upcoming pedagogies that will be applied in traditional, distance and blended learning, the book offers educators and stakeholders essential guidance in making innovations for the new generations of learners in the 21st century.

Book Roadmapping Extended Reality

Download or read book Roadmapping Extended Reality written by Mariano Alcañiz and published by John Wiley & Sons. This book was released on 2022-07-26 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: ROADMAPPING EXTENDED REALITY This book offers a comprehensive overview of the technological aspects of Extended Realities (XR) and discusses the main challenges and future directions in the field. This book is important and timely – XR technologies have overcome the 3 main aspects that were holding it back from mainstream adoption: cost, cables, and size. However, there are many aspects of XR technologies that are now going to be explored and developed that still need urgent research in terms of security, privacy, health and safety, long-term effects, addiction risks, and age-related developmental concerns, and the aim of the book is to inform all readers of these open issues and challenges. There are currently a great number of interdisciplinary researchers and developers working in the XR R&D field. Recently, XR technologies moved from the Gartner Hype Cycle onto the Plateau of Productivity on the Gartner Hype Cycle signaling that the fundamental XR technologies are now deemed mature technologies and ready for deployment in a wide variety of application areas. Corroborated by the fact that XR technologies are part of the future Metaverse, a concept that went rapidly mainstream during the time of writing of this book. Roadmapping Extended Reality is divided into two parts: (1) fundamentals and (2) applications. The first part covers the main technological aspects of XR. The chapters in this section review and discuss relevant fundamental concepts of XR, the actual state-of-the-art, and future challenges. The second part of the book focuses on covering a wide range of applications of XR including a future roadmap. All in all, the book offers a snapshot of the state-of-the-art in XR and addresses the needs of a multidisciplinary audience working in both academia and the industry, as well as stakeholders at government agencies and non-profit organizations. Audience This book is aimed at academic and industrial developers, exploring and developing applications in the XR, VR, AR, AI, smart IoT, 4th Industrial Revolution space, including those that are solving technology requirements, human factors, evaluation methodology advances, and ROI investigations.

Book Technological Trends in Improved Mobility of the Visually Impaired

Download or read book Technological Trends in Improved Mobility of the Visually Impaired written by Sara Paiva and published by Springer. This book was released on 2019-07-01 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an insight into recent technological trends and innovations in mobility solutions and platforms to improve mobility of visually impaired people. The authors' goal is to help to contribute to the social and societal inclusion of the visually impaired. The book’s topics include, but are not limited to, obstacle detection systems, indoor and outdoor navigation, transportation sustainability systems, and hardware/devices to aid visually impaired people. The book has a strong focus on practical applications, tested in a real environment. Applications include city halls, municipalities, and companies that can keep up to date with recent trends in platforms, methodologies and technologies to promote urban mobility. Also discussed are broader realms including education, health, electronics, tourism, and transportation. Contributors include a variety of researchers and practitioners around the world. Features practical, tested applications of technological mobility solutions for visual impaired people; Presents topics such as obstacle detection systems, urban mobility, smart home services, and ambient assisted living; Includes a number of application examples in education, health, electronics, tourism, and transportation.

Book Man Machine Environment System Engineering

Download or read book Man Machine Environment System Engineering written by Shengzhao Long and published by Springer Nature. This book was released on 2020-09-28 with total page 1040 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents selected papers introducing readers to the key research topics and latest development trends in the theory and application of MMESE. The advanced integrated research topic man-machine-environment system engineering (MMESE) was first established in China by Professor Shengzhao Long in 1981, with direct support from one of the greatest modern Chinese scientists, Xuesen Qian. In a letter to Shengzhao Long from October 22nd, 1993, Xuesen Qian wrote: “You have created a very important modern science and technology in China!” MMESE primarily focuses on the relationship between man, machine and environment, studying the optimum combination of man-machine-environment systems, where “man” refers to people in the workplace (e.g., operators, decision-makers), “machine” is the general name for any object controlled by man (including tools, machinery, computers, systems and technologies), and “environment” describes the specific working conditions under which man and machine interact (e.g., temperature, noise, vibration and hazardous gases). The three goals of optimizing such systems are ensuring safety, efficiency and economy. Presenting interdisciplinary studies on the concepts and methods in physiology, psychology, system engineering, computer science, environmental science, management, education and other related disciplines, this book is a valuable resource for all researchers and professionals whose work involves MMESE subjects.

Book The SAGE Handbook of Evolutionary Psychology

Download or read book The SAGE Handbook of Evolutionary Psychology written by Todd K. Shackelford and published by SAGE. This book was released on 2021-08-04 with total page 2222 pages. Available in PDF, EPUB and Kindle. Book excerpt: Evolutionary psychology is an important and rapidly expanding area in the life, social, and behavioral sciences, and this Handbook represents the most comprehensive and up-to-date reference text in the field today. Over three volumes, the Handbook provides a rich overview of the most important theoretical and empirical work in the field. Chapters cover a broad range of topics, including theoretical foundations, the integration of evolutionary psychology with other life, social, and behavioral sciences, as well as with the arts and the humanities, and the increasing power of evolutionary psychology to inform applied fields, including medicine, psychiatry, law, and education. Each of the volumes has been carefully curated to have a strong thematic focus, covering: - The foundations of evolutionary psychology; - The integration of evolutionary psychology with other disciplines, and; - The applications of evolutionary psychology. The SAGE Handbook of Evolutionary Psychology is an essential resource for researchers, graduate students, and advanced undergraduate students in all areas of psychology, and in related disciplines across the life, social, and behavioral sciences.

Book Novel Technological and Methodological Tools for the Understanding of Collective Behaviors

Download or read book Novel Technological and Methodological Tools for the Understanding of Collective Behaviors written by Elio Tuci and published by Frontiers Media SA. This book was released on 2020-01-23 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Women in Sensory Neuroscience

Download or read book Women in Sensory Neuroscience written by Elena Nava and published by Frontiers Media SA. This book was released on 2023-08-24 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: At present, less than 30% of researchers worldwide are women. Long-standing biases and gender stereotypes are discouraging girls and women from pursuing a career in science, technology, engineering and mathematics (STEM) research. Science and gender equality are, however, essential to ensure sustainable development as highlighted by UNESCO. Although underrepresented, and often unacknowledged, female researchers have been crucial to scientific advances. In order to change traditional mindsets, gender equality must be promoted, stereotypes defeated, and girls and women should be encouraged to pursue STEM careers. Therefore, the Sensory Neuroscience section is proud to shed a light on great female researchers and provide them with a platform to showcase their work and role in open science. This editorial initiative of particular relevance, led by Dr. Monica Gori, together with Dr. Elena Nava, Dr. Alessia Tonelli, and Dr. Maria Bianca Amadeo highlights advances in the field of sensory neuroscience to further aid our empirical and theoretical understanding of human sensation and perception.