Download or read book VRML 2 0 Sourcebook written by Andrea L. Ames and published by John Wiley & Sons. This book was released on 1997 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive tutorial for building 3D virtual worlds on the Internet using VRML is now updated to reflect the significant upgrade to VRML 2.0. The second edition includes extensive coverage of Behaviors and new introductions to Perl, Java and JavaScript. The VRML 2.0 Sourcebook tells where to get VRML browsers and how to make them work with your current Web browser. The CD contains code for all VRML worlds.
Download or read book VRML 2 0 Sourcebook written by Andrea L. Ames and published by John Wiley & Sons. This book was released on 1997 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive tutorial for building 3D virtual worlds on the Internet using VRML is now updated to reflect the significant upgrade to VRML 2.0. The second edition includes extensive coverage of Behaviors and new introductions to Perl, Java and JavaScript. The VRML 2.0 Sourcebook tells where to get VRML browsers and how to make them work with your current Web browser. The CD contains code for all VRML worlds.
Download or read book The VRML 2 0 Handbook written by Jed Hartman and published by Addison-Wesley Professional. This book was released on 1996 with total page 472 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book guides the reader through the complete process of designing and creating a compelling virtual world. Illustrated techniques include the use of basic colored 3D shapes as well as more advanced features such as indexed face sets with texture mapping. COVER TITLE
Download or read book The Annotated VRML 2 0 Reference Manual written by Rikk Carey and published by Addison-Wesley Professional. This book was released on 1997 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Providing insights into VRML that could only be given by the language's designers, this is an essential reference for anyone seriously involved in building virtual worlds on the World Wide Web. The CD contains the book in HTML format as well as a Web page that will point readers to resources for VRML development.
Download or read book Teach Yourself VRML 2 in 21 Days written by Chris Marrin and published by Sams.Net Software. This book was released on 1997 with total page 479 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explains how to create VRML worlds using events, routings, collision detection, pushbutton response, and animated viewpoints, as well as detailed backgrounds, lighting, and textures
Download or read book VRML 2000 written by and published by . This book was released on 2000 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Internet and Beyond written by S.P. Sim and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 467 pages. Available in PDF, EPUB and Kindle. Book excerpt: We live in exciting times. We have over the last few years seen the birth of a new telecommunications service which will fundamentally change the way we live, much as the telephone has over the last 100 years. The birth of the Internet can be traced back to a conference on computer communications held in 1972. As a result of that conference a working group was set up, under the chairmanship of Vint Cerf, to propose new protocols to facilitate computer communications. In 1974 the working group published the transmission control protocol (fCP) and the Interworking protocol (lP). These were rapidly adopted and the number of computers linked using these protocols has almost doubled every year since. Thus the Internet was born. Another major step happened in 1990. Tim Berners Lee, a Scottish nuclear physicist working at CERN, created some higher level protocols. These still used TCP/IP for the networking, but defined how computers could communicate multimedia information and be linked together to form a World Wide Web of information. A number of computer databases adopted these protocols and things really took off in 1993 when Marc Andreesen at the University of Illinois developed Mosaic, the first client software (a browser) that gave a windows-style interface to these databases.
Download or read book VRML Browsing and Building Cyberspace written by Mark Pesce and published by New Riders Publishing. This book was released on 1995 with total page 482 pages. Available in PDF, EPUB and Kindle. Book excerpt: A reference guide to the concepts behind virtual reality on the Internet and the most current information on VRML technology. The tutorial demonstrates--through step-by-step instructions--how to create, display, view, and manipulate VRML objects on the Internet. The CD contains a collection of pre-modeled standard VRML objects, a VRML object converter, and object-viewing software.
Download or read book Teach Yourself Vrml 2 In 21 Days written by Marrin and published by . This book was released on 1998 with total page 479 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teach Yourself VRML 2 in 21 Days provides a systematic and readable tutorial for developers of 3D content for the World Wide Web. It focuses on the powerful new VRML 2 specification and is the perfect introduction for the beginning VRML developer. Complete, up-to-date coverage of the exciting new VRML 2.0 spec Learn how to use VRML 2 to create three dimensional worlds on the Web CD-ROM includes a complete VRML toolkit along with numerous pre-made VRML worlds and scenes
Download or read book Virtual Worlds written by Jean-Claude Heudin and published by Springer. This book was released on 2003-05-20 with total page 425 pages. Available in PDF, EPUB and Kindle. Book excerpt: 1 Introduction Imagine a virtual world with digital creatures that looks like real life, sounds like real life, and even feels like real life. Imagine a virtual world not only with nice three dimensional graphics and animations, but also with realistic physical laws and forces. This virtual world could be familiar, reproducing some parts of our reality, or unfa miliar, with strange “physical” laws and artificial life forms. As a researcher interested in the sciences of complexity, the idea of a conference about virtual worlds emerged from frustration. In the last few years, there has been an increasing interest in the design of artificial environments using image synthesis and virtual reality. The emergence of industry standards such as VRML [1] is an illustra tion of this growing interest. At the same time, the field of Artificial Life has ad dressed and modeled complex phenomena such as self organization, reproduction, development, and evolution of artificial life like systems [2]. One of the most popular works in this field has been Tierra designed by Tom Ray: an environment producing synthetic organisms based on a computer metaphor of organic life in which CPU time is the “energy” resource and memory is the “material” resource [3]. Memory is or ganized into informational patterns that exploit CPU time for self replication. Muta tion generates new forms, and evolution proceeds by natural selection as different creatures compete for CPU time and memory space.
Download or read book Implementation of Functional Languages written by Markus Mohnen and published by Springer. This book was released on 2003-06-29 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-proceedings of the 12th International Workshop on Implementing Functional Languages, IFL 2000, held in Aachen, Germany in September 2000. The 15 revised full papers presented have gone through a thorough round of post-workshop reviewing and were selected from 33 workshop presentations. Among the topics covered are language concepts, type checking, compilation techniques, abstract interpretation, automatic program generation, abstract machine architectures, array processing, concurrent and parallel processing, heap management, runtime profiling, performance measurement, debugging and tracing, and tools and programming techniques.
Download or read book Internet Applications in Product Design and Manufacturing written by George Q. Huang and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book deals with Web applications in product design and manufacture, thus filling an information gap in digital manufacturing in the Internet era. It helps both developers and users to appreciate the potentials, as well as difficulties, in developing and adopting Web applications. The objective is to equip potential users and practitioners of Web applications with a better appreciation of the technology. In addition, Web application developers and new researchers in this field will gain a clearer understanding of the selection of system architecture and design, development and implementation techniques, and deployment strategies. The book is divided into two main parts. The first part gives an overview of Web and Internet and the second explains eight typical Web applications.
Download or read book Computers in Railways X written by John J. Allan and published by WIT Press. This book was released on 2006 with total page 1009 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book updates the use of computer-based techniques, promoting their general awareness throughout the business management, design, manufacture and operation of railways and other advanced passenger, freight and transit systems. Including papers from the Tenth International Conference on Computer System Design and Operation in the Railway and Other Transit Systems, the book will be of interest to railway management, consultants, railway engineers (including signal and control engineers), designers of advanced train control systems and computer specialists. Themes of interest include: Planning; Human Factors; Computer Techniques, Management and languages; Decision Support Systems; Systems Engineering; Electromagnetic Compatibility and Lightning; Reliability, Availability, Maintainability and Safety (RAMS); Freight; Advanced Train Control; Train Location; CCTV/Communications; Operations Quality; Timetables; Traffic Control; Global Navigation using Satellite Systems; Online Scheduling and Dispatching; Dynamics and Wheel/Rail Interface; Power Supply; Traction and Maglev; Obstacle Detection and Collision Analysis; Railway Security.
Download or read book Advances in Software Engineering written by Hakan Erdogmus and published by Springer Science & Business Media. This book was released on 2013-03-20 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains both relevant real-world research, as well as reviews of different areas of interest in the software engineering literature, such as clone identification. The contents of the various sections will provide a better understanding of known problems and detailed treatment of advanced topics. Consequently, the book consolidates the work and findings from leading researchers in the software research community in key areas such as maintainability, architectural recovery, code analysis, software migration, and tool support.
Download or read book Visualizing Information Using SVG and X3D written by Vladimir Geroimenko and published by Springer Science & Business Media. This book was released on 2005-11-19 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: Correcting the Great Mistake People often mistake one thing for another. That’s human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite – supposedly savvy folk such as software developers, marketers and businessmen – have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web,VRML,has been mistaken for something else since its inception. Viewed variously as a game system,a format for architectural walkthroughs,a platform for multi-user chat and an augmentation of reality,VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online,at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,“VR”,created expectations of sprawling,photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons,VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.
Download or read book Data Driven Modeling Using Spherical Self Organizing Feature Maps written by Archana Sangole and published by Universal-Publishers. This book was released on 2006-04-28 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: Researchers and data analysts are increasingly relying on graphical tools to assist them in modeling their data, generating their hypotheses, and gaining deeper insights on their experimentally acquired data. Recent advances in technology have made available more improved and novel modeling and analysis media that facilitate intuitive, task-driven exploratory analysis and manipulation of the displayed graphical representations. In order to utilize these emerging technologies researchers must be able to transform experimentally acquired data vectors into a visual form or secondary representation that has a simple structure and, is easily transferable into the media. As well, it is essential that it can be modified or manipulated within the display environment. This thesis presents a data-driven modeling technique that utilizes the basic learning strategy of an unsupervised clustering algorithm, called the self-organizing feature map, to adaptively learn topological associations inherent in the data and preserve them within the topology imposed by its predefined spherical lattice, thereby transforming the data into a 3D tessellated form. The tessellated graphical forms originate from a sphere thereby simplifying the process of computing its transformation parameters on re-orientation within an interactive, task-driven, graphical display medium. A variety of data sets including six sets of scattered 3D coordinate data, chaotic attractor data, the more commonly used Fisher s Iris flower data, medical numeric data, geographic and environmental data are used to illustrate the data-driven modeling and visualization mechanism. The modeling algorithm is first applied to scattered 3D coordinate data to understand the influence of the spherical topology on data organization. Two cases are examined, one in which the integrity of the spherical lattice is maintained during learning and, the second, in which the inter-node connections in the spherical lattice are adaptively changed during learning. In the analysis, scattered coordinate data of freeform objects with topology equivalent to a sphere and those whose topology is not equivalent to a sphere are used. Experiments demonstrate that it is possible to get reasonably good results with the degree of resemblance, determined by an average of the total normalized error measure, ranging from 6.2x10-5 1.1x10-3. The experimental analysis using scattered coordinate data facilitates an understanding of the algorithm and provides evidence of the topology-preserving capability of the spherical self-organizing feature map. The algorithm is later implemented using abstract, seemingly random, numeric data. Unlike in the case of 3D coordinate data, wherein the SOFM lattice is in the same coordinate frame (domain) as the input vectors, the numeric data is abstract. The criterion for deforming the spherical lattice is determined using mathematical and statistical functions as measures-of information that are tailored to reflect some aspect of meaningful, tangible, inter-vector relationships or associations embedded in the spatial data that reveal some physical aspect of the data. These measures are largely application-dependent and need to be defined by the data analyst or an expert. Interpretation of the resulting 3D tessellated graphical representation or form (glyph) is more complex and task dependent as compared to that of scattered coordinate data. Very simple measures are used in this analysis in order to facilitate discussion of the underlying mechanism to transform abstract numeric data into 3D graphical forms or glyphs. Several data sets are used in the analysis to illustrate how novel characteristics hidden in the data, and not easily apparent in the string of numbers, can be reflected via 3D graphical forms. The proposed data-driven modeling approach provides a viable mechanism to generate 3D tessellated representations of data that can be easily transferred to a graphical modeling and ana
Download or read book Multimedia Fundamentals Volume 1 written by Ralf Steinmetz and published by Pearson Education. This book was released on 2002-01-16 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: The state-of-the-art in multimedia content analysis, media foundations, and compression Covers digital audio, images, video, graphics, and animation Includes real-world project sets that help you build and test your expertise By two of the world's leading experts in advanced multimedia systems development The practical, example-rich guide to media coding and content processing for every multimedia developer. From DVDs to the Internet, media coding and content processing are central to the effective delivery of high-quality multimedia. In this book, two of the field's leading experts introduce today's state-of-the-art, presenting realistic examples and projects designed to help implementers create multimedia systems with unprecedented performance. Ralf Steinmetz and Klara Nahrstedt introduce the fundamental characteristics of digital audio, images, video, graphics, and animation; demonstrate powerful new approaches to content analysis and compression; and share expert insights into system and end-user issues every advanced multimedia professional must understand. Coverage includes: Generic characteristics of multimedia and data streams, and their impact on multimedia system design Essential audio concepts and representation techniques: sound perception, psychoacoustics, music, MIDI, Speech signals, and related I/O and transmission issues Graphics and image characteristics: image formats, analysis, synthesis, reconstruction, and output Video signals, television formats, digitization, and computer-based animation issues Fundamental compression methods: run-length, Huffman, and subband coding Multimedia compression standards: JPEG, H.232, and various MPEG techniques Optical storage technologies and techniques: CD-DA, CD-ROM, DVD, and beyond Content processing techniques: Image analysis, video processing, cut detection, and audio analysis First in an authoritative 3-volume set on tomorrow's robust multimedia desktop: real-time audio, video, and streaming media. Multimedia Fundamentals offers a single, authoritative source for the knowledge and techniques you need to succeed with any advanced multimedia development project. Look for Volume 2 focusing on networking and operating system-related issues, and Volume 3 focusing on service and application issues.