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EBookClubs

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Book SIGGRAPH Asia 2014 Emerging Technologies

Download or read book SIGGRAPH Asia 2014 Emerging Technologies written by Baoquan Chen and published by . This book was released on 2014-12-03 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: SA'14: SIGGRAPH Asia 2014 Dec 03, 2014-Dec 06, 2014 Shenzhen, China. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

Book SIGGRAPH Asia 2023 Emerging Technologies

Download or read book SIGGRAPH Asia 2023 Emerging Technologies written by and published by . This book was released on 2023 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Sensors and Techniques for 3D Object Modeling in Underwater Environments

Download or read book Sensors and Techniques for 3D Object Modeling in Underwater Environments written by Fabio Menna and published by MDPI. This book was released on 2018-09-28 with total page 389 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a printed edition of the Special Issue "Sensors and Techniques for 3D Object Modeling in Underwater Environments" that was published in Sensors

Book Emotional Engineering Volume 4

Download or read book Emotional Engineering Volume 4 written by Shuichi Fukuda and published by Springer. This book was released on 2016-06-15 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes the important role of emotion in a hyper-connected society and how product development and manufacture change. It explores how our work and lifestyle may be affected by forthcoming technologies and presents key research on multisensory informatics, one of the most important tools for making the most of emotion. This fourth volume of the Emotional Engineering Series focuses on the human issues relating to Cyber Physical Systems, or Industrie 4.0, and discusses the important role emotion plays in these smart environments. Introducing related works in the field of multisensory research, which provide the basic tools for becoming context- and situation aware in this imminent revolutionary society, it discusses not only the changes in production and product development this new revolution will bring about, but also highlights how emotion plays a crucial role in making us happy in such a connected society and in bringing about harmonization between human and human, between human and machine and, last but not least, in maintaining a good work-life balance.

Book Virtual Reality and Augmented Reality

Download or read book Virtual Reality and Augmented Reality written by Patrick Bourdot and published by Springer. This book was released on 2018-10-15 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 15th International Conference on Virtual Reality and Augmented Reality, EuroVR 2018, held in London, UK, in October 2018. The 9 full papers and 6 short papers presented were carefully reviewed and selected from 39 submissions. The papers are organized in 5topical sections: vision-based motion tracking; 3D acquisition and 3D reconstruction; haptics and 3D audio; perception and cognition; interactive techniques and use-case studies.

Book DRHA2014 Proceedings   Full Papers

Download or read book DRHA2014 Proceedings Full Papers written by Anastasios Maragiannis and published by Lulu.com. This book was released on 2015-08-12 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: This publication includes a selection of peer reviewed academic papers. The FULL PAPER / Proceedings publication for the DRH2014 conference showcase up to-date discussions, dynamic debates and innovative keynotes and aims to open a discussion on defining digital communication futures, as a theme that connects interdisciplinary practices, focusing particularly on issues of communication and its impact on creative industries .

Book Telepresence  Actual and Virtual

Download or read book Telepresence Actual and Virtual written by Thomas B. Sheridan and published by CRC Press. This book was released on 2022-11-15 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: Telepresence: Actual and Virtual explores the history of telepresence from the 1948 developments of master–slave manipulation, through to current telepresence technology used in space, undersea, surgery and telemedicine, operations in nuclear and other hazardous environments, policing and surveillance, agriculture, construction, mining, warehousing, education, amusement, social media, and other contexts. It also describes the various operator hand and body controls and the corresponding telerobotic actuation of robotic hands, arms, and locomotion. This book reviews the sensing and control technology, its history and likely future, and discusses the many research and policy issues that are raised. The book also takes up key questions relating to social and ethical issues, given that a person’s mechanical reach is becoming unlimited, enabling one to perform mischievous or harmful acts without identification, and what that portends for future developments in telepresence, including regulation and recommended directions of development. The primary audience for this book is professionals interested in human–robot interaction, human factors engineering, virtual reality, applications to space and undersea exploration, telemedicine and telesurgery, firefighting, mechanized agriculture, policing, drone surveillance, warehouse parts' fetching, mining, and military operations.

Book Virtual and Augmented Reality  Concepts  Methodologies  Tools  and Applications

Download or read book Virtual and Augmented Reality Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-03-02 with total page 1882 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.

Book HCI International 2017     Posters  Extended Abstracts

Download or read book HCI International 2017 Posters Extended Abstracts written by Constantine Stephanidis and published by Springer. This book was released on 2017-05-11 with total page 621 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.

Book Virtual  Augmented and Mixed Reality

Download or read book Virtual Augmented and Mixed Reality written by Jessie Y. C. Chen and published by Springer Nature. This book was released on 2021-07-03 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 13th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2021, held virtually as part of the 23rd HCI International Conference, HCII 2021, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 47 papers included in this volume were organized in topical sections as follows: designing and evaluating VAMR environments; multimodal and natural interaction in VAMR; head-mounted displays and VR glasses; VAMR applications in design, the industry and the military; and VAMR in learning and culture.

Book High Dynamic Range Video

Download or read book High Dynamic Range Video written by Frédéric Dufaux and published by Academic Press. This book was released on 2016-04-27 with total page 631 pages. Available in PDF, EPUB and Kindle. Book excerpt: At the time of rapid technological progress and uptake of High Dynamic Range (HDR) video content in numerous sectors, this book provides an overview of the key supporting technologies, discusses the effectiveness of various techniques, reviews the initial standardization efforts and explores new research directions in all aspects involved in HDR video systems. Topics addressed include content acquisition and production, tone mapping and inverse tone mapping operators, coding, quality of experience, and display technologies. This book also explores a number of applications using HDR video technologies in the automotive industry, medical imaging, spacecraft imaging, driving simulation and watermarking. By covering general to advanced topics, along with a broad and deep analysis, this book is suitable for both the researcher new or familiar to the area. With this book the reader will: Gain a broad understanding of all the elements in the HDR video processing chain Learn the most recent results of ongoing research Understand the challenges and perspectives for HDR video technologies Covers a broad range of topics encompassing the whole processing chain in HDR video systems, from acquisition to display Provides a comprehensive overview of this fast emerging topic Presents upcoming applications taking advantages of HDR

Book Mixed Reality and Gamification for Cultural Heritage

Download or read book Mixed Reality and Gamification for Cultural Heritage written by Marinos Ioannides and published by Springer. This book was released on 2017-04-26 with total page 594 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.

Book Swarm Systems in Art and Architecture

Download or read book Swarm Systems in Art and Architecture written by Mahsoo Salimi and published by Springer Nature. This book was released on 2021-10-19 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the recent computational developments inspired by swarms in art known as swarm art and discusses applying swarm intelligence concepts in architecture. Non-human art is a great leap in the evolution of contemporary art, removing the requirement of an artist’s production from the creative process. Furthermore, it is a critical declaration in opposition to the anthropomorphic vision which is so destructive for all other life forms and the planet’s ecology. When accepted and integrated into human culture, non-human art done by artificial systems or machines boosts creativity and stimulates innovative fusions. We analyze 120 swarm systems with unique and diverse conceptual contexts, agent design, and audience engagement that can be utilized as inspiration for future projects or to design new swarm algorithms by artists, architects, or computer scientists.

Book Designing  Deploying  and Evaluating Virtual and Augmented Reality in Education

Download or read book Designing Deploying and Evaluating Virtual and Augmented Reality in Education written by Akcayir, Gokce and published by IGI Global. This book was released on 2020-10-23 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.

Book Advances in Computer Graphics

Download or read book Advances in Computer Graphics written by Nadia Magnenat-Thalmann and published by Springer Nature. This book was released on 2023-01-01 with total page 590 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 39th Computer Graphics International Conference on Advances in Computer Graphics, CGI 2022, held Virtually, during September 12–16, 2022. The 45 full papers included in this book were carefully reviewed and selected from 139 submissions. They were organized in topical sections as follows: image analysis & processing; graphs & networks; estimation & feature matching; 3d reconstruction; rendering & animation; detection & recognition; colors, paintings & layout; synthesis & generation; ar & user interfaces; medical imaging; segmentation; object detection; image attention & perception; and modeling & simulation.

Book Collaboration Technologies and Social Computing

Download or read book Collaboration Technologies and Social Computing written by Hideyuki Nakanishi and published by Springer Nature. This book was released on 2019-08-28 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 25th International Conference, CRIWG+CollabTech 2019, held in Kyoto, Japan in September 2019. The 12 full papers presented in this book together with 8 work-in-progress papers were carefully reviewed and selected from 28 submissions, and the program also included an invited talk. This year presented a merger of the CRIWG and CollabTech conferences after having been jointly held since 2014. The papers published in this proceedings focus on innovative collaboration technologies and social computing.

Book Immersive Video Technologies

Download or read book Immersive Video Technologies written by Giuseppe Valenzise and published by Academic Press. This book was released on 2022-09-29 with total page 686 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function Presents some exemplary applications of immersive video technologies