Human Walking In Virtual Environments
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Author |
: Frank Steinicke |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 405 |
Release |
: 2013-05-15 |
ISBN-10 |
: 9781441984326 |
ISBN-13 |
: 1441984321 |
Rating |
: 4/5 (26 Downloads) |
Synopsis Human Walking in Virtual Environments by : Frank Steinicke
This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.
Author |
: Christoph Hölscher |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 357 |
Release |
: 2010-07-30 |
ISBN-10 |
: 9783642147487 |
ISBN-13 |
: 3642147488 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Spatial Cognition VII by : Christoph Hölscher
This is the seventh volume of a series of books on fundamental research in spatial cognition. As with past volumes, the research presented here spans a broad range of research traditions, for spatial cognition concerns not just the basic spatial behavior of biological and artificial agents, but also the reasoning processes that allow spatial planning across broad spatial and temporal scales. Spatial information is critical for coordinated action and thus agents interacting with objects and moving among objects must be able to perceive spatial relations, learn about these relations, and act on them, or store the information for later use, either by themselves or communicated to others. Research on this problem has included both psychology, which works to understand how humans and other mobile organisms solve these problems, and computer science, which considers the nature of the information available in the world and a formal consideration of how these problems might be solved. Research on human spatial cognition also involves the application of representations and processes that may have evolved to handle object and location information to reasoning about higher-order problems, such as displaying non-spatial information in diagrams. Thus, work in s- tial cognition extends beyond psychology and computer science into many disciplines including geography and education. The Spatial Cognition conference offers one of the few forums for consideration of the issues spanning this broad academic range.
Author |
: Martin Göbel |
Publisher |
: Springer |
Total Pages |
: 324 |
Release |
: 1995-09-14 |
ISBN-10 |
: UCSC:32106013284945 |
ISBN-13 |
: |
Rating |
: 4/5 (45 Downloads) |
Synopsis Virtual Environments ’95 by : Martin Göbel
Virtual Environments - (VE) the new dimension in man-machine communication - have been developed and experienced in Europe since 1990. In September 1993 the first workshop on VEs was held in Barcelona, Spain, in conjunction with the annual Eurographics conference. The workshop brought together about 35 researchers from Europe and the US. The second workshop was held together with Imagina ’95 in Monte Carlo, Monaco. This time, around 40 researchers from Europe, the US, but also from Asia met for a 2-day exchange of experience. While in the first workshop in 1993 many concepts in VE were presented, the ’95 workshop showed up various applications in different areas and demonstrated quite clear that Virtual Environments are now under use in interactive applications. The book contains 22 selected and revised papers that have been presented in EG workshops in Barcelona and Monte Carlo. The areas covered are visual presentation aspects, gesture and speech interaction issues, applications and VE system, demonstrating very clearly the emphasis and the results of various research activities in the field.
Author |
: Patrice L. (Tamar) Weiss |
Publisher |
: Springer |
Total Pages |
: 242 |
Release |
: 2014-07-24 |
ISBN-10 |
: 9781493909681 |
ISBN-13 |
: 1493909681 |
Rating |
: 4/5 (81 Downloads) |
Synopsis Virtual Reality for Physical and Motor Rehabilitation by : Patrice L. (Tamar) Weiss
While virtual reality (VR) has influenced fields as varied as gaming, archaeology and the visual arts, some of its most promising applications come from the health sector. Particularly encouraging are the many uses of VR in supporting the recovery of motor skills following accident or illness. Virtual Reality for Physical and Motor Rehabilitation reviews two decades of progress and anticipates advances to come. It offers current research on the capacity of VR to evaluate, address, and reduce motor skill limitations and the use of VR to support motor and sensorimotor function, from the most basic to the most sophisticated skill levels. Expert scientists and clinicians explain how the brain organizes motor behavior, relate therapeutic objectives to client goals and differentiate among VR platforms in engaging the production of movement and balance. On the practical side, contributors demonstrate that VR complements existing therapies across various conditions such as neurodegenerative diseases, traumatic brain injury and stroke. Included among the topics: Neuroplasticity and virtual reality. Vision and perception in virtual reality. Sensorimotor recalibration in virtual environments. Rehabilitative applications using VR for residual impairments following stroke. VR reveals mechanisms of balance and locomotor impairments. Applications of VR technologies for childhood disabilities. A resource of great immediate and future utility, Virtual Reality for Physical and Motor Rehabilitation distills a dynamic field to aid the work of neuropsychologists, rehabilitation specialists (including physical, speech, vocational and occupational therapists), and neurologists.
Author |
: Kelly S. Hale |
Publisher |
: CRC Press |
Total Pages |
: 1371 |
Release |
: 2014-09-10 |
ISBN-10 |
: 9781466511859 |
ISBN-13 |
: 1466511850 |
Rating |
: 4/5 (59 Downloads) |
Synopsis Handbook of Virtual Environments by : Kelly S. Hale
A Complete Toolbox of Theories and TechniquesThe second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the
Author |
: Arjan Egges |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 265 |
Release |
: 2008-11-19 |
ISBN-10 |
: 9783540892199 |
ISBN-13 |
: 3540892192 |
Rating |
: 4/5 (99 Downloads) |
Synopsis Motion in Games by : Arjan Egges
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.
Author |
: James D. Westwood |
Publisher |
: IOS Press |
Total Pages |
: 418 |
Release |
: 1999 |
ISBN-10 |
: 9051994451 |
ISBN-13 |
: 9789051994452 |
Rating |
: 4/5 (51 Downloads) |
Synopsis Medicine Meets Virtual Reality by : James D. Westwood
MMVR offers solutions for problems in clinical care through the phenomenally expanding potential of computer technology. Computer-based tools promise to improve healthcare while reducing cost - a vital requirement in today's economic environment. This seventh annual MMVR focuses on the healthcare needs of women. Women every where demand more attention to breast cancer, cervical cancer, ageing-related conditions. Electronic tools provide the means to revolutionise diagnosis, treatment and education. The book demonstrates what new tools can improve the care of their female patients. As minimally invasive procedures are mainstreamed, advanced imaging and robotics tools become indispensable. The internet and other networks establish new venues for communication and research. Medical education, as well as clinical care, is enhanced by systems allowing instruction and professional interaction in ways never before possible and with efficiency never before achieved. Telemedicine networks now permit providers to meet patients needs where previously impossible. MMVR strengthens the link between healthcare providers and their patients. The volume contains selected papers authored by presenters at the conference. Areas of focus include Computer-Assisted Surgery, Data Fusion & Informatics, Diagnostic Tools, Education & Training, Mental Health, Modelling, Net Architecture, Robotics, Simulation, Telemedicine, Telepresence and Visualisation.
Author |
: Esteban Clua |
Publisher |
: Springer |
Total Pages |
: 417 |
Release |
: 2018-09-05 |
ISBN-10 |
: 9783319994260 |
ISBN-13 |
: 3319994263 |
Rating |
: 4/5 (60 Downloads) |
Synopsis Entertainment Computing – ICEC 2018 by : Esteban Clua
This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.
Author |
: Jason Jerald |
Publisher |
: Morgan & Claypool |
Total Pages |
: 637 |
Release |
: 2015-09-01 |
ISBN-10 |
: 9781970001136 |
ISBN-13 |
: 1970001135 |
Rating |
: 4/5 (36 Downloads) |
Synopsis The VR Book by : Jason Jerald
This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.
Author |
: Philip Kortum |
Publisher |
: Elsevier |
Total Pages |
: 481 |
Release |
: 2008-06-13 |
ISBN-10 |
: 9780080558349 |
ISBN-13 |
: 0080558348 |
Rating |
: 4/5 (49 Downloads) |
Synopsis HCI Beyond the GUI by : Philip Kortum
As technology expands and evolves, one-dimensional, graphical user interface (GUI) design becomes increasingly limiting and simplistic. Designers must meet the challenge of developing new and creative interfaces that adapt to meet human needs and technological trends. HCI Beyond the GUI provides designers with this know how by exploring new ways to reach users that involve all of the human senses. Dr. Kortum gathers contributions from leading human factors designers to present a single reference for professionals, researchers, and students. - Explores the human factors involved in the design and implementation of the nontraditional interfaces, detailing design strategies, testing methodologies, and implementation techniques - Provides an invaluable resource for practitioners who design interfaces for children, gamers and users with accessibility needs - Offers extensive case studies, examples and design guidelines