Springer Berlin Heidelberg Basics of Virtual Reality
128.39 EUR
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Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives. A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function ofvirtual reality. This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future. This book is a translation of the original German 1st edition Grundlagen der virtuellen Realität by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.
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Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives. A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function ofvirtual reality. This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future. This book is a translation of the original German 1st edition Grundlagen der virtuellen Realität by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.
Springer Berlin Heidelberg Tactile Perception of Textiles in a Virtual-Reality System
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Springer Berlin Heidelberg Virtual Reality in Softskill-Training und Coaching
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Springer Berlin Heidelberg Virtual Reality for Industrial Applications
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Just a few years ago, virtual reality was regarded as more a toy than a tool. Today, however, it is becoming the enabling technology for man-machine communications. The rapid development of graphics hardware and soft ware makes its application possible. Besides building walkthroughs and landscape fly-overs with very realistic visual effects, we can recognize the trend toward industrial applications. This is because of the emerging need for tools for rapid product development. Especially in the aeronautical and automotive industries, companies have began to investigate and develop virtual reality tools for their own needs in co-operation with research or ganizations. In co-operation with the Fraunhofer Institute for Computer Graphics (IGD), the Computer Graphics Center (ZGDV) in Darmstadt established the German working group on virtual reality in 1993 as a forum for infor mation exchange between industry and research. German researchers, system developers, and industrial users have met several times in Darm stadt at the Computer Graphics Center. In these meetings they discussed the essential issues inherent in applying virtual reality to industrial appli cations and exchanged their latest research results and experiences.
Springer Berlin Heidelberg Virtual and Mixed Reality - Systems and Applications
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Springer Berlin Heidelberg Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
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This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Springer Berlin Heidelberg Virtual und Augmented Reality (VR/AR)
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Dieses Buch vermittelt Ihnen einen Eindruck von der Virtuellen und Augmentierten Realität Die aktualisierte und erweiterte Drittauflage dieses umfassenden Lehrbuchs bietet Studierenden, Lehrenden, Forschenden, Anwendern und Interessierten einen wissenschaftlich fundierten und dabei auch gleichzeitig praxisnahen Einstieg in die Grundlagen und Methoden der Virtuellen und Augmentierten Realität (VR/AR) als auch Extended Realities (XR) ganz allgemein mit Ausprägungen wie dem Metaverse oder Diminished Reality (DR). Die Leser erhalten das theoretische Fundament, um: - selbst VR/AR-Systeme zu realisieren oder zu erweitern - User Interfaces und Anwendungen mit Methoden der VR/AR zu beurteilen und zu verbessern - ein vertieftes Verständnis für die Nutzung von VR/AR zu entwickeln. Hilfreiche Begleitlektüre für Studierende Studierenden dient dieses Lehrbuch als eine anschauliche Begleit- und Nachschlaglektüre zu Lehrveranstaltungen, die VR/AR bzw. XR thematisieren, z. B. im Bereich Informatik, Medien oder Natur- und Ingenieurwissenschaften. Der modulare Aufbau des Buches gestattet es, sowohl die Reihenfolge der Themen den Anforderungen der jeweiligen Unterrichtseinheit anzupassen als auch eine spezifische Auswahl für ein individuelles Selbststudium zu treffen. Potenzielle Anwender in Forschung und Industrie erhalten einen wertvollen und hinreichend tiefen Einblick in die faszinierenden Welten von VR/AR, XR, als auch das Metaverse sowie ihre Möglichkeiten und Grenzen. Autoren behandeln vielfältige Inhalte. Das Gebiet der Virtual und Augmented Reality ist sehr umfangreich. Neben einer kurzen Einführung behandeln die Autoren unter anderem die folgenden Inhalte: Wahrnehmungsaspekte von VR/AR Virtuelle Welten VR/AR-Geräte für die Ein- und Ausgabe Tracking und Ausgabeverfahren Interaktionen in virtuellen Welten Echtzeitaspekte von VR/AR-Systemen Augmented, Diminished and Mediated Reality Kollaborative XR-Umgebungen XR-Authoring und Nutzertests Fallbeispiele für VR/AR Mathematische Grundlagen von VR/AR
Springer Berlin Heidelberg Digitale Geschäftsmodell-Innovation mit Augmented Reality und Virtual Reality
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Geschäftsmodell-Innovationen sind für die Wettbewerbsfähigkeit und den langfristigen wirtschaftlichen Erfolg eines Unternehmens unverzichtbar. Mixed Reality bezeichnet die Technologien Augmented Reality (AR) und Virtual Reality (VR). Auf Basis dieser digitalen Technologien lassen sich sowohl innovative Geschäftsmodelle neu entwickeln als auch bestehende weiterentwickeln. Dabei stehen das Erlangen von Wettbewerbsvorteilen und der Nutzen aus Kundensicht im Fokus. In der Praxis finden sich bereits zahlreiche Anwendungsfälle, wie beispielsweise für Unterhaltungssoftware, Trainings oder Arbeitsanweisungen. Obwohl das Potenzial von AR und VR in vielen Unternehmen bereits erkannt wird, steht die breite Nutzung der Mixed Reality in der Industrie noch aus. Es mangelt an konkreten Geschäftsmodellen zum betriebswirtschaftlich sinnvollen Einsatz dieser Technologien. Das Buch bietet Antworten und Praxisbeispiele zu folgenden Fragen: WelcheGeschäftsmodelle nutzen produzierende Unternehmen im Bereich der Mixed Reality bereits? Welche Geschäftsmodellmuster bieten innovative Potenziale zur Weiterentwicklung, um Wettbewerbsvorteile zu generieren, die Position des Unternehmens in der Wertschöpfungskette zu stärken oder neue Märkte zu erschließen? Wie lassen sich die Geschäftsmodelle in der Praxis mit Hilfe eines Leitfadens implementieren?
Springer Berlin Heidelberg Multimedia, Hypermedia, and Virtual Reality: Models, Systems, and Applications
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This volume contains a thoroughly refereed collection of revised full papers selected from the presentations at the First East-West International Conference on Multimedia, Hypermedia, and Virtual Reality, MHVR'94, held in Moscow, Russia, in September 1994. The 22 full papers presented in the book were selected from a total of 76 initial submissions and have been carefully updated for publication. Also included are two invited papers and summaries by the session chairpersons. The volume is organized in chapters on hypermedia models and architectures, enhancing multimedia support, new technologies for virtual reality, hypermedia and multimedia for group collaboration, hypermedia and multimedia for learning, and personalized hypermedia.
Springer Berlin Heidelberg Virtual Storytelling. Using Virtual Reality Technologies for Storytelling
42.79 EUR
The story is the richest heritage of human civilizations. One can imagine the ?rst stories being told, several thousand centuries ago, by wise old men huddled around camp?res. Since this time, the narrative process has been considerably developed and enriched: sounds and music have been added to complement the speech, while scenery and theatrical sets have been created to enhance the story environment. Actors, dancers, and technicians have replaced the lone storyteller. The story is no longer the sole preserve of oral narrative but can be realized in book, theatrical, dance, or movie form. Even the audience can extend up to several million individuals. And yet in its many forms the story lies at the heart of one of the world’s most important industries. The advent of the digital era has enhanced and accelerated this evolution: image synthesis, digital special e?ects, new Human-Computer interfaces, and the Internet allow one not only to realize more sophisticated narrative forms but also to create new concepts such as video gaming and virtual environments. The art of storytelling is becoming evermore complex. Virtual reality o?ers new tools to capture, and to interactively modify the imaginary environment, in ever more intuitive ways, coupled with a maximum sensory feedback. In fact, virtual reality technologies o?er enhanced and exciting production possibilities for the creation and non-linear manipulation in real time, of almost any story form. This has lead to the new concept of Virtual Storytelling.
Springer Berlin Heidelberg Virtual and Mixed Reality - New Trends, Part I
53.49 EUR
The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 43 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: augmented reality applications; virtual and immersive environments; novel interaction devices and techniques in VR; human physiology and behavior in VR environments.
Springer Berlin Heidelberg Virtual Reality in Softskill-Training und Coaching
34.99 EUR
Virtual Reality ist längst kein Hype mehr. Die Anwendung dieser innovativen Technologie ist längst im Alltag vieler Unternehmen angekommen. Noch nicht vollständig wird das Potenzial im Softskill-Training und Coaching genutzt. Gerade aber die jüngsten Entwicklungen im Bereich der künstlichen Intelligenz erweitern noch einmal die Nutzungsmöglichkeiten und die Wirksamkeit von Virtual Reality Lern- und Coachingumgebungen. Verschiedene Studien zeigen, wie durch Virtual Reality sowohl die Trainingsdauer reduziert als auch die Nachhaltigkeit des Lernens verbessert werden kann. Im Coaching bietet die Technologie eine völlig neue Art des Erfahrens von Ängsten, innerer Blockaden sowie des Assoziierens und Dissoziierens von Problemen. Zudem können neue Lösungswege visualisiert und innerlich erprobt werden. Dieses Buch bietet einen Überblick über die wesentlichen Vorzüge, Anwendungsmöglichkeiten und Grenzen des Einsatzes von Virtual Reality im Softskill-Training und Coaching. Es wird analysiert, welche Erkenntnisse aus verschiedenen Lern- und Medientheorien für die Gestaltung von VR-Lern- und Coachingwelten gewonnen werden können und welche Faktoren beachtet werden sollten, um die Potenziale von Lern- und Erkenntnisprozessen durch die Nutzung von Virtual Reality nutzen zu können. Ferner werden einfach umzusetzende Anwendungsmöglichkeiten aufgezeigt. Das Buch liefert somit ein theoretisches Fundament und zeigt gleichzeitig praktische Anwendungsbeispiele auf.
Springer Berlin Heidelberg Virtual und Augmented Reality (VR/AR)
28.88 EUR
Dieses Buch vermittelt Ihnen einen Eindruck von der Virtuellen und Augmentierten Realität Die aktualisierte und erweiterte Zweitauflage dieses umfassenden Buchs über Technologie der Virtuellen und Augmentierten Realität bietet Studierenden, Lehrenden, Forschenden, Anwendern und Interessierten einen wissenschaftlich fundierten und gleichzeitig praxisnahen Einstieg in die Grundlagen und Methoden von VR/AR. Der Leser erhält das theoretische Fundament, um: · selbst VR/AR-Systeme zu realisieren oder zu erweitern · User Interfaces und Anwendungen mit Methoden der VR/AR zu beurteilen und zu verbessern · ein vertieftes Verständnis für die Nutzung von VR/AR zu entwickeln Hilfreiche Begleitlektüre für Studierende Studierenden dient dieses Lehrbuch als eine anschauliche Begleit- und Nachschlaglektüre zu Lehrveranstaltungen, die Virtual Reality / Augmented Reality (VR/AR) thematisieren, wie etwa in Medienwissenschaften und Informatik oder Natur- und Ingenieurwissenschaften. Der modulare Aufbau gestattet es, sowohl die Reihenfolge der Themen den Anforderungen der jeweiligen Unterrichtseinheit anzupassen als auch eine spezifische Auswahl für ein individuelles Selbststudium zu treffen. Potenzielle Anwender in Forschung und Industrie erhalten mit diesem Buch einen wertvollen Einblick in die faszinierenden Welten von VR/AR sowie ihre Möglichkeiten und Grenzen. Autoren behandeln vielfältige Inhalte Das Gebiet der Virtual und Augmented Reality ist sehr umfangreich. Neben einer kurzen Einführung behandeln die Autoren unter anderem die folgenden Inhalte: · Wahrnehmungsaspekte von VR · Virtuelle Welten und Computer Graphics · VR/AR-Eingabegeräte und Tracking · VR/AR-Ausgabegeräte · Interaktionen in Virtuellen Welten · Echtzeitaspekte von VR-Systemen · Augmentierte Realität · Fallbeispiele für VR/AR · Authoring von VR/AR-Anwendungen · Mathematische Grundlagen von VR/AR
Springer Berlin Heidelberg Virtual Storytelling. Using Virtual Reality Technologies for Storytelling
53.49 EUR
The story is the richest heritage of human civilizations. One can imagine the ?rst stories being told, several thousand centuries ago, by wise old men huddled around camp?res. Since this time, the narrative process has been considerably developed and enriched: sounds and music have been added to complement the speech, while scenery and theatrical sets have been created to enhance the story environment. Actors, dancers, and technicians have replaced the lone storyteller. The story is no longer the sole preserve of oral narrative but can be realized in book, theatrical, dance, or movie form. Even the audience can extend up to several million individuals. And yet in its many forms the story lies at the heart of one of the world’s most important industries. The advent of the digital era has enhanced and accelerated this evolution: image synthesis, digital special e?ects, new Human-Computer interfaces, and the Internet allow one not only to realize more sophisticated narrative forms but also to create new concepts such as video gaming and virtual environments. The art of storytelling is becoming evermore complex. Virtual reality o?ers new tools to capture, and to interactively modify the imaginary environment, in ever more intuitive ways, coupled with a maximum sensory feedback. In fact, virtual reality technologies o?er enhanced and exciting production possibilities for the creation and non-linear manipulation in real time, of almost any story form. This has lead to the new concept of Virtual Storytelling.
Springer Berlin Heidelberg Virtual, Augmented and Mixed Reality: Designing and Developing Augmented and Virtual Environments
42.79 EUR
Here is the first of a two-volume set (LNCS 8021 and 8022) that constitutes the refereed proceedings of the 5th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 88 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The papers included in this volume are organized in the following topical sections: developing augmented and virtual environments, interaction in augmented and virtual environments, human-robot interaction in virtual environments, and presence and tele-presence. ; healthcare and medical applications; virtual and augmented environments for learning and education; business, industrial and military applications; culture and entertainment applications.
Springer Berlin Heidelberg Advances in Robotics and Virtual Reality
160.49 EUR
A beyond human knowledge and reach, robotics is strongly involved in tackling challenges of new emerging multidisciplinary fields. Together with humans, robots are busy exploring and working on the new generation of ideas and problems whose solution is otherwise impossible to find. The future is near when robots will sense, smell and touch people and their lives. Behind this practical aspect of human-robotics, there is a half a century spanned robotics research, which transformed robotics into a modern science. The Advances in Robotics and Virtual Reality is a compilation of emerging application areas of robotics. The book covers robotics role in medicine, space exploration and also explains the role of virtual reality as a non-destructive test bed which constitutes a premise of further advances towards new challenges in robotics. This book, edited by two famous scientists with the support of an outstanding team of fifteen authors, is a well suited reference for robotics researchers and scholars from related disciplines such as computer graphics, virtual simulation, surgery, biomechanics and neuroscience.
Springer Berlin Heidelberg Multimedia, Hypermedia, and Virtual Reality: Models, Systems, and Applications
53.49 EUR
This volume contains a thoroughly refereed collection of revised full papers selected from the presentations at the First East-West International Conference on Multimedia, Hypermedia, and Virtual Reality, MHVR'94, held in Moscow, Russia, in September 1994. The 22 full papers presented in the book were selected from a total of 76 initial submissions and have been carefully updated for publication. Also included are two invited papers and summaries by the session chairpersons. The volume is organized in chapters on hypermedia models and architectures, enhancing multimedia support, new technologies for virtual reality, hypermedia and multimedia for group collaboration, hypermedia and multimedia for learning, and personalized hypermedia.
Springer Berlin Heidelberg Virtual and Mixed Reality - Systems and Applications
71.68 EUR
The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 47 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: VR in education, training and health; VR for culture and entertainment; virtual humans and avatars; developing virtual and mixed environments.