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Book A Realistic Video Avatar System for Networked Virtual Environments

Download or read book A Realistic Video Avatar System for Networked Virtual Environments written by Vivek Rajan and published by . This book was released on 2002 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Avatars at Work and Play

    Book Details:
  • Author : Ralph Schroeder
  • Publisher : Springer Science & Business Media
  • Release : 2006-07-08
  • ISBN : 1402038984
  • Pages : 287 pages

Download or read book Avatars at Work and Play written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2006-07-08 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Book Avatars in Networked Virtual Environments

Download or read book Avatars in Networked Virtual Environments written by Tolga K. Çapin and published by . This book was released on 1999-07-30 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars in Networked Virtual Environments Tolga K. Çapin Computer Graphics Lab, EPFL, Lausanne, Switzerland Igor S. Pandzic MIRALab, University of Geneva, Switzerland Nadia Magnenat-Thalmann MIRALab, University of Geneva, Switzerland Daniel Thalmann Computer Graphics Lab, EPFL, Lausanne, Switzerland Telepresence is the future of multimedia systems and will allow participants to share professional and private experiences, meetings, games and parties. Networked Virtual Environments (NVEs) are systems that allow distant users to interact in a common Virtual Environment. One of the areas of research in NVEs is the user representation or 'avatar', the way that participants are geographically represented in Virtual Environments. * Examines solutions to the Virtual Life Network (VLNET) system, a flexible framework for Virtual Humans in NVEs * Presents different means of facial communication, gesture and non-verbal communication * Provides details for solving all problems of handling Virtual Human data across the network * Analyses the potential relation of the future MPEG-4 standard to NVEs * Discusses the standardisation of Virtual Humans in VRML * Includes applications such as a Virtual tennis game and studies the experimental results and achievements. Essential reading for a wide-ranging audience including computer scientists, engineers in communication systems, undergraduate and postgraduate students of computer science, and researchers in computer animation, visualisation and communications technology.

Book The Social Life of Avatars

    Book Details:
  • Author : Ralph Schroeder
  • Publisher : Springer Science & Business Media
  • Release : 2012-12-06
  • ISBN : 1447102770
  • Pages : 239 pages

Download or read book The Social Life of Avatars written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.

Book Avatars in Networked Virtual Environments

Download or read book Avatars in Networked Virtual Environments written by and published by . This book was released on 1999 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars in Networked Virtual Environments Tolga K. Capin Computer Graphics Lab, EPFL, Lausanne, Switzerland Igor S. Pandzic MIRALab, University of Geneva, Switzerland Nadia Magnenat-Thalmann MIRALab, University of Geneva, Switzerland Daniel Thalmann Computer Graphics Lab, EPFL, Lausanne, Switzerland Telepresence is the future of multimedia systems and will allow participants to share professional and private experiences, meetings, games and parties. Networked Virtual Environments (NVEs) are systems that allow distant users to interact in a common Virtual Environment. One of the areas of research in NVEs is the user representation or 'avatar', the way that participants are geographically represented in Virtual Environments. Examines solutions to the Virtual Life Network (VLNET) system, a flexible framework for Virtual Humans in NVEs. Presents different means of facial communication, gesture and non-verbal communication. Provides details for solving all problems of handling Virtual Human data across the network. Analyses the potential relation of the future MPEG-4 standard to NVEs. Discusses the standardisation of Virtual Humans in VRML. Includes applications such as a Virtual tennis game and studies the experimental results and achievements. Essential reading for a wide-ranging audience including computer scientists, engineers in communication systems, undergraduate and postgraduate students of computer science, and researchers in computer animation, visualisation and communications technology.

Book Cooperative Design  Visualization  and Engineering

Download or read book Cooperative Design Visualization and Engineering written by Yuhua Luo and published by Springer. This book was released on 2004-10-04 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the complexity of design, visualization and engineering increases rapidly, single-user's e?ort is no longer enough to accomplishever-growingrequirements. Group e?ort becomes essential. There are many industrial areas that demand strong CDVE support such as mechanical engineering, aerospace engineering, architecture design, engineering and building construction (AEC), etc. There are numerousother application areaswhere cooperativeand concurrent working is becoming popular, such as entertainment program development, networked gaming, simulation, collaborative learning, etc. Successful cooperative design, visualization and engineering highly depend on the advances in fundamental research areas such as concurrent proce- ing, middleware, agent-based methods, design patterns, distributed systems, databases, transport protocols in network communication, human machine - teraction, group behavior ..., just to name a few. There is a very tight re- tionship between cooperative design, visualization and engineering. Cooperative design will become impossible without cooperative visualization while coop- ative engineering processes would not be complete without cooperative design and visualization. From my research experience in the?eld since 1996 in the Spanish National R & D Project CICYT TEL 96-0544, 3D Cooperative Design System (Sistemas Cooperativos de Diseo en 3D), up to the European Esprit (IST) Project No.

Book Hello Avatar

    Book Details:
  • Author : B. Coleman
  • Publisher : MIT Press
  • Release : 2011-11-04
  • ISBN : 0262015714
  • Pages : 214 pages

Download or read book Hello Avatar written by B. Coleman and published by MIT Press. This book was released on 2011-11-04 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.

Book Motion in Games

    Book Details:
  • Author : Arjan Egges
  • Publisher : Springer Science & Business Media
  • Release : 2008-11-19
  • ISBN : 3540892192
  • Pages : 265 pages

Download or read book Motion in Games written by Arjan Egges and published by Springer Science & Business Media. This book was released on 2008-11-19 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

Book Advances in Grid and Pervasive Computing

Download or read book Advances in Grid and Pervasive Computing written by Paolo Bellavista and published by Springer Science & Business Media. This book was released on 2010-04-23 with total page 716 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 5th International Conference, CPC 2010 , held in Hualien, Taiwan in May 2010. The 67 full papers are carefully selected from 184 submissions and focus on topics such as cloud and Grid computing, peer-to-peer and pervasive computing, sensor and moile networks, service-oriented computing, resource management and scheduling, Grid and pervasive applications, semantic Grid and ontologies, mobile commerce and services.

Book Human Computer Interaction

Download or read book Human Computer Interaction written by Julie Jacko and published by CRC Press. This book was released on 2003-09-01 with total page 1473 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the second volume in the HCI International Conference Proceedings 2003. See following arrangement for details.

Book AI 2005  Advances in Artificial Intelligence

Download or read book AI 2005 Advances in Artificial Intelligence written by Shichao Zhang and published by Springer. This book was released on 2005-11-27 with total page 1369 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 18th Australian Joint Conference on Artificial Intelligence (AI 2005) was held at the University of Technology, Sydney (UTS), Sydney, Australia from 5 to 9 December 2005. AI 2005 attracted a historical record number of submissions, a total of 535 papers. The review process was extremely selective. Out of these 535 submissions, the Program Chairs selected only 77 (14.4%) full papers and 119 (22.2%) short papers based on the review reports, making an acceptance rate of 36.6% in total. Authors of the accepted papers came from over 20 countries. This volume of the proceedings contains the abstracts of three keynote speeches and all the full and short papers. The full papers were categorized into three broad sections, namely: AI foundations and technologies, computational intelligence, and AI in specialized domains. AI 2005 also hosted several tutorials and workshops, providing an interacting mode for specialists and scholars from Australia and other countries. Ronald R. Yager, Geoff Webb and David Goldberg (in conjunction with ACAL05) were the distinguished researchers invited to give presentations. Their contributions to AI 2005 are really appreciated.

Book The Internet Encyclopedia  Volume 3  P   Z

Download or read book The Internet Encyclopedia Volume 3 P Z written by Hossein Bidgoli and published by John Wiley & Sons. This book was released on 2004-04-12 with total page 979 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Internet Encyclopedia in a 3-volume reference work on the internet as a business tool, IT platform, and communications and commerce medium.

Book Networked Graphics

    Book Details:
  • Author : Anthony Steed
  • Publisher : Elsevier
  • Release : 2009-10-30
  • ISBN : 0080922236
  • Pages : 535 pages

Download or read book Networked Graphics written by Anthony Steed and published by Elsevier. This book was released on 2009-10-30 with total page 535 pages. Available in PDF, EPUB and Kindle. Book excerpt: Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments Case studies describing real-world systems show how requirements and constraints can be managed

Book Networked Virtual Environments

Download or read book Networked Virtual Environments written by Sandeep Singhal and published by Addison-Wesley Professional. This book was released on 1999 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to the principles and practices underlying state-of-the-art applications in this emerging field.

Book Cooperative Design  Visualization  and Engineering

Download or read book Cooperative Design Visualization and Engineering written by and published by . This book was released on 2004 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer Vision   ACCV 2012 Workshops

Download or read book Computer Vision ACCV 2012 Workshops written by Jong-Il Park and published by Springer. This book was released on 2013-03-27 with total page 639 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two volume set, consisting of LNCS 7728 and 7729, contains the carefully reviewed and selected papers presented at the nine workshops that were held in conjunction with the 11th Asian Conference on Computer Vision, ACCV 2012, in Daejeon, South Korea, in November 2012. From a total of 310 papers submitted, 78 were selected for presentation. LNCS 7728 contains the papers selected for the International Workshop on Computer Vision with Local Binary Pattern Variants, the Workshop on Computational Photography and Low-Level Vision, the Workshop on Developer-Centered Computer Vision, and the Workshop on Background Models Challenge. LNCS 7729 contains the papers selected for the Workshop on e-Heritage, the Workshop on Color Depth Fusion in Computer Vision, the Workshop on Face Analysis, the Workshop on Detection and Tracking in Challenging Environments, and the International Workshop on Intelligent Mobile Vision.

Book Developing Articulated Human Models from Laser Scan Data for Use as Avatars in Real Time Networked Virtual Environments

Download or read book Developing Articulated Human Models from Laser Scan Data for Use as Avatars in Real Time Networked Virtual Environments written by James A. Dutton and published by . This book was released on 2001-09-01 with total page 66 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continuing gain in computing power, bandwidth, and Internet popularity there is a growing interest in Internet communities. To participate in these communities, people need virtual representations of their bodies, called avatars. Creation and rendering of realistic personalized avatars for use as virtual body representations is often too complex for real-time applications such as networked virtual environment (VE). Virtual Environment (VE) designers have had to settle for unbelievable, simplistic avatars and constrain avatar motion to a few discrete positions. The approach taken in this thesis is to use a full-body laser-scanning process to capture human body surface anatomical information accurate to the scale of millimeters. Using this 3D data, virtual representations of the original human model can be simplified, constructed and placed in a networked virtual environment. The result of this work is to provide photo realistic avatars that are efficiently rendered in real-time networked virtual environments. The avatar is built in the Virtual Reality Modeling Language (VRML). Avatar motion can be controlled either with scripted behaviors using the H-Anim specification or via wireless body tracking sensors developed at the Naval Postgraduate School. Live 3D visualization of animated humanoids is viewed in freely available web browsers.