Facets Of Virtual Environments PDF Download
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Author | : Fritz Lehmann-Grube |
Publisher | : Springer Science & Business Media |
Total Pages | : 214 |
Release | : 2010-02-17 |
Genre | : Computers |
ISBN | : 3642117422 |
Download Facets of Virtual Environments Book in PDF, ePub and Kindle
In recent years, the popularity of virtual worlds has increased significantly and they have consequently come under closer academic scrutiny. Papers about virtual worlds are typically published at conferences or in journals that specialize in something - tirely different, related to some secondary aspect of the research. Thus a paper d- cussing legal aspects of virtual worlds may be published in a law journal, while a psychologist's analysis of situation awareness may appear at a psychology conference. The downside of this is that if you publish a virtual worlds paper at an unrelated conference in this manner you are likely to be one of only a handful of attendees working in the area. You will not, therefore, achieve the most important goal of - tending conferences: meeting and conversing with like-minded colleagues from the academic community of your field of study. Virtual worlds touch on many well-established themes in other areas of science. Researchers from all these fields will therefore be looking at this new, interesting, and growing field. However, to do effective research related to these complex constructs, researchers need to take into account many of the other facets from other fields that impact virtual worlds. Only by being familiar with and paying attention to all these different aspects can virtual worlds be properly understood.
Author | : Fritz Lehmann-Grube |
Publisher | : Springer |
Total Pages | : 214 |
Release | : 2010-02-14 |
Genre | : Computers |
ISBN | : 3642117430 |
Download Facets of Virtual Environments Book in PDF, ePub and Kindle
In recent years, the popularity of virtual worlds has increased significantly and they have consequently come under closer academic scrutiny. Papers about virtual worlds are typically published at conferences or in journals that specialize in something - tirely different, related to some secondary aspect of the research. Thus a paper d- cussing legal aspects of virtual worlds may be published in a law journal, while a psychologist's analysis of situation awareness may appear at a psychology conference. The downside of this is that if you publish a virtual worlds paper at an unrelated conference in this manner you are likely to be one of only a handful of attendees working in the area. You will not, therefore, achieve the most important goal of - tending conferences: meeting and conversing with like-minded colleagues from the academic community of your field of study. Virtual worlds touch on many well-established themes in other areas of science. Researchers from all these fields will therefore be looking at this new, interesting, and growing field. However, to do effective research related to these complex constructs, researchers need to take into account many of the other facets from other fields that impact virtual worlds. Only by being familiar with and paying attention to all these different aspects can virtual worlds be properly understood.
Author | : Kelly S. Hale |
Publisher | : CRC Press |
Total Pages | : 1273 |
Release | : 2002-01-01 |
Genre | : Technology & Engineering |
ISBN | : 0585399107 |
Download Handbook of Virtual Environments Book in PDF, ePub and Kindle
This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide
Author | : Elizabeth F. Churchill |
Publisher | : Springer Science & Business Media |
Total Pages | : 326 |
Release | : 2012-12-06 |
Genre | : Computers |
ISBN | : 1447106857 |
Download Collaborative Virtual Environments Book in PDF, ePub and Kindle
A Collaborative Virtual Environment (CVE) is a distributed, virtual reality designed to support collaborative activities. It is a topic of increasing interest to large global corporations, where work teams are often distributed over a large geographic area. Aimed at anyone involved in researching the design of tools for supporting distributed teams of workers, it helps the reader understand the latest technology, state-of-the-art research, and good working practice. Among the topics covered are: systems aspects of CVEs; user centered aspects of environment design; and methodologies for iterative evaluation and design.
Author | : Davi Ottenheimer |
Publisher | : John Wiley & Sons |
Total Pages | : 458 |
Release | : 2012-04-23 |
Genre | : Computers |
ISBN | : 1118239261 |
Download Securing the Virtual Environment Book in PDF, ePub and Kindle
A step-by-step guide to identifying and defending against attacks on the virtual environment As more and more data is moved into virtual environments the need to secure them becomes increasingly important. Useful for service providers as well as enterprise and small business IT professionals the book offers a broad look across virtualization used in various industries as well as a narrow view of vulnerabilities unique to virtual environments. A companion DVD is included with recipes and testing scripts. Examines the difference in a virtual model versus traditional computing models and the appropriate technology and procedures to defend it from attack Dissects and exposes attacks targeted at the virtual environment and the steps necessary for defense Covers information security in virtual environments: building a virtual attack lab, finding leaks, getting a side-channel, denying or compromising services, abusing the hypervisor, forcing an interception, and spreading infestations Accompanying DVD includes hands-on examples and code This how-to guide arms IT managers, vendors, and architects of virtual environments with the tools they need to protect against common threats.
Author | : John Vince |
Publisher | : Springer Science & Business Media |
Total Pages | : 195 |
Release | : 2012-12-06 |
Genre | : Computers |
ISBN | : 1447112636 |
Download Essential Virtual Reality fast Book in PDF, ePub and Kindle
Virtual reality (VR) allows users to enter computer generated 3D scenes that can be navigated and manipulated. Essential Virtual Reality fast shows readers what is and isn't VR. The author provides an overview of the history of virtual reality and explains, in easy-to-understand terms, the concepts of computer graphics and how they are integral to VR systems. The importance of integrating human factors, such as vision, sound, touch and balance, is emphasized. Exploring actual VR systems, readers will learn about all the important aspects of virtual environments, including the hardware, software, and sound systems, as well as the latest VR techniques on the Internet.
Author | : Frank Steinicke |
Publisher | : Springer Science & Business Media |
Total Pages | : 405 |
Release | : 2013-05-15 |
Genre | : Technology & Engineering |
ISBN | : 1441984321 |
Download Human Walking in Virtual Environments Book in PDF, ePub and Kindle
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 | : Ralph Schroeder |
Publisher | : Springer Science & Business Media |
Total Pages | : 244 |
Release | : 2001-12-11 |
Genre | : Computers |
ISBN | : 9781852334611 |
Download The Social Life of Avatars Book in PDF, ePub and Kindle
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.
Author | : Peter Werkhoven |
Publisher | : |
Total Pages | : 3 |
Release | : 2000 |
Genre | : |
ISBN | : |
Download How Real are Virtual Environments: A Validation of Localization, Manipulation and Design Performance Book in PDF, ePub and Kindle
Immersive simulation techniques such as Virtual Environments (VE) can revolutionize human factors engineering and training projects provided that they are carefully validated. Is human performance in the virtual world the same as in the real world? When visual aspects perceived on a virtual ship differ from those perceived on a real ship, human factors engineering studies may yield non-optimal designs When interactions with virtual worlds are not natural, training may not transfer to the real world. I will discuss three studies that compared human task performance in real and virtual (HMD) environments. First, we carried out spatial perception experiments and measured localization performance: how well can people indicate the center point between two objects in identical virtual and real environments. Second, manipulation performance was measured: how well can people grab, turn and position objects in virtual environments and what adaptation effects occur when returning to the real world. Third, we compared the assessment of ergonomic aspects of identical virtual and real ship bridges. Discrepancies found between the results for the real and the virtual bridge are discussed in terms of challenges with respect to the quality of head-mounted display optics and tracking devices and, most importantly, with respect to natural interfaces needed for manipulation (virtual hand control) and for moving around in virtual worlds (intuitive navigation methods).
Author | : Ann Latham Cudworth |
Publisher | : CRC Press |
Total Pages | : 333 |
Release | : 2018-09-03 |
Genre | : Computers |
ISBN | : 1482261170 |
Download Extending Virtual Worlds Book in PDF, ePub and Kindle
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.