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Multimedia and Virtual Reality Engineering

Multimedia and Virtual Reality Engineering
Author: Richard Brice
Publisher: Butterworth-Heinemann
Total Pages: 328
Release: 1997-10-17
Genre: Computers
ISBN: 9780750629874

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This is the complete practical introduction to virtual reality and multimedia for those wishing to build systems. It covers the foundations and engineering needed to design and construct projects incorporating video, audio and textural elements and including the use of the latest hardware, to create an artificial world for education, information or entertainment. Production and authoring platforms are described, computer animation and hypertext are covered, but those looking for pages of software listings and computerspeak will be disappointed. This book is about the nuts and bolts: sound and video cards, head mounted displays, CrystalEyes glasses, other 3D glasses for entertainment, audio and video production, and realistic auditory and visual stimulation including stereoscopy. The creation of Cyberspace, and strategies to achieve a complete Cyberatmosphere are presented. Three-dimensional sound generation and video techniques that have never previously been published are revealed. This is the handbook for anyone working in the industry, or hoping to enter it. It also provides a guide for those hoping to 'cross-fertilise' the industry, coming from audio, video, computing or engineering backgrounds. A complete technical guide to MM and VR Includes a Hypertext edition of the book with added audio and graphics on CD Hardware, software, video and never before published 3D audio techniques covered


Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality

Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality
Author: Tyagi, Amit Kumar
Publisher: IGI Global
Total Pages: 310
Release: 2021-01-08
Genre: Computers
ISBN: 1799847047

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Augmented and virtual reality (AR and VR) offer exciting opportunities for human computer interaction (HCI), the enhancement of places, and new business cases. Though VR is most popular for video games, especially among younger generations, AR and VR can also be used in applications that include military, medical, navigational, tourism, marketing, and maintenance uses. Research in these technologies along with 3D user interfaces has gained momentum in recent years and has solidified it as a staple technology for the foreseeable future. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality includes a collection of business case studies covering a variety of topics related to AR, VR, and mixed reality (MR) including their use in possible applications. This book also touches on the diverse uses of AR and VR in many industries and discusses their importance, challenges, and opportunities. While discussing the use these technologies in sectors such as education, healthcare, and computer science, this book is ideal for computer scientists, engineers, practitioners, stakeholders, researchers, academicians, and students who are interested in the latest research on augmented, mixed, and virtual reality.


Reality Media

Reality Media
Author: Jay David Bolter
Publisher: MIT Press
Total Pages: 245
Release: 2021-11-16
Genre: Social Science
ISBN: 0262045125

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How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.


Multimedia and Virtual Reality

Multimedia and Virtual Reality
Author: Alistair Sutcliffe
Publisher: Psychology Press
Total Pages: 374
Release: 2003-02-26
Genre: Computers
ISBN: 1135644365

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This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement.


Multimedia Computing Systems and Virtual Reality

Multimedia Computing Systems and Virtual Reality
Author: Rajeev Tiwari
Publisher: CRC Press
Total Pages: 230
Release: 2022-04-05
Genre: Computers
ISBN: 1000541134

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Most events and activities in today's world are ordinarily captured using photos, videos and other multimedia content. Such content has some limitation of storing data and fetching them effectively. Three-dimensional continuous PC animation is the most proper media to simulate these occasions and activities. This book focuses on futuristic trends and innovations in multimedia systems using big data, IoT and cloud technologies. The authors present recent advancements in multimedia systems as they relate to various application areas such as healthcare services and agriculture-related industries. The authors also discuss human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization. They then go on to explore multimedia content adaptation for interoperable delivery. Finally, the book covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses. This book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality and professionals working in object design and visualization, transformation, modelling and animation of the real world. Features: Focuses on futuristic trends and innovations in multimedia systems using big data, IoT and cloud technologies Offers opportunity for state-of-the-art approaches, methodologies and systems, and innovative use of multimedia-based emerging technology services in different application areas Discusses human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization Covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses Explores multimedia content adaptation for interoperable delivery and recent advancements in multimedia systems in context to various application areas such as healthcare services and agriculture-related fields Rajeev Tiwari is a Senior Associate Professor in the School of Computer Science at the University of Petroleum and Energy Studies, Dehradun, India. Neelam Duhan is an Associate Professor in the Department of Computer Engineering at J. C. Bose University of Science and Technology, YMCA, Faridabad, India. Mamta Mittal has 18 years of teaching experience, and her research areas include data mining, big data, machine learning, soft computing and data structure. Abhineet Anand is a Professor in the Computer Science and Engineering Department at Chitkara University, Punjab, India. Muhammad Attique Khan is a lecturer of the Computer Science Department at HITEC University, Taxila, Pakistan.


Multimedia and Virtual Reality

Multimedia and Virtual Reality
Author: Alistair Sutcliffe
Publisher: Psychology Press
Total Pages: 325
Release: 2003-02-26
Genre: Computers
ISBN: 1135644373

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This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement.


Using VR in Engineering

Using VR in Engineering
Author: Sara Chuirazzi
Publisher: Cavendish Square Publishing, LLC
Total Pages: 80
Release: 2019-07-15
Genre: Young Adult Nonfiction
ISBN: 1502645653

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In the 1960s, electrical engineer and computer scientist Ivan Sutherland's work at the University of Utah resulted in a head-mounted 3D computer display. It was one of the earliest virtual reality-associated technologies. The tech has since progressed to offer everything from headsets to smart glasses to fully immersive virtual reality experiences, all of which aid engineers in efficiently modeling prototypes, streamlining design technology, and approaching other initiatives with increased ease and capability. Readers will learn about the history of virtual and augmented reality in engineering, related career paths, and the development and expansion of practical applications in recent years.


The Engineering of Mixed Reality Systems

The Engineering of Mixed Reality Systems
Author: Emmanuel Dubois
Publisher: Springer Science & Business Media
Total Pages: 448
Release: 2009-10-21
Genre: Computers
ISBN: 1848827334

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An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques or guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to mixed reality engineering. Divided into three parts: interaction design, software design and implementation, the first section covers generic and specific mixed reality design elements and provides an overview of the design method; Part 2 addresses technical solutions for interaction techniques, development tools and a global view of the mixed reality software development process. The final section contains detailed case studies to highlight the application of mixed reality in a variety of fields including aviation, architecture, emergency management, games, and healthcare.


Virtual and Augmented Reality (VR/AR)

Virtual and Augmented Reality (VR/AR)
Author: Ralf Doerner
Publisher: Springer Nature
Total Pages: 435
Release: 2022-01-12
Genre: Computers
ISBN: 3030790622

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This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.