
Virtual and Mixed Reality - Systems and Applications
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Content
- Intro
- Title Page
- Foreword
- Organization
- Table of Contents
- Part I: VR in Education, Training and Health
- Serious Games for Psychological Health Education
- Research Overview
- Pedagogical Foundations for Military Psychological Health Education
- Prevention as a Pedagogical Construct
- Virtual Learning Environments and Serious Games for as Psychological Health Education Tools
- Virtual Reality Exposure Training (VRET)
- Second Life as a Healing Space for Veterans
- "Walk in My Shoes" - A Serious Game for Psychological Health
- Games for Psychological Health: Key Design Recommendations
- Conclusions
- References
- Mixed Reality as a Means to Strengthen Post-stroke Rehabilitation
- Introduction
- Describing Stroke
- Motivations: Advantages of 'Virtual Rehabilitation'
- The Mixed Reality System
- Therapists Opinion and Virtual Rehabilitation Systems
- The Experiment Protocol
- Results and Discussion
- Conclusion and Future Works
- References
- A Virtual Experiment Platform for Mechanism Motion Cognitive Learning
- Introduction
- General Idea and System Structure for Virtual Experiment Platform
- Method and Technology
- Component Modeling and Information Mapping
- Virtual Experiment Scene Assembling and Calculation
- Visualization of Calculation Results
- Development and Application of the Virtual Experiment Platform for Mechanism Motion Cognitive Learning
- Development of the Virtual Experiment Platform for Mechanism Motion
- Assembly and Simulation of Simple Punching Machine Experiment
- Discussion
- Conclusion
- References
- Mechatronic Prototype for Rigid Endoscopy Simulation
- Introduction
- Mechatronic System
- Rigid Endoscope Model
- Position and Orientation of the Tracking System
- Collision Detection and Force Feedback
- Electronic System
- Computer Prototype
- Test and Results
- Conclusions and Future Work
- References
- Patterns of Gaming Preferences and Serious Game Effectiveness
- Introduction
- Technology Acceptance Model and Gender
- Applying the TAM to Serious Games
- Gender Differences in Game Playing Preferences and Behaviors
- Neurocognitive Basis for Preferences and Behaviors
- Psychosocial Basis for Preferences and Behaviors
- Present Study: Gender and Game Preferences
- Implications and Future Directions for Serious Games Designers and Researchers
- Designing Serious Games for Both Genders
- References
- Serious Games for the Therapy of the Posttraumatic Stress Disorder of Children and Adolescents
- Introduction
- Related Work
- Game Concept and Principles
- Game Design and Key Principles
- Effective Hierarchy
- User Tests
- Test Setup
- Results and Discussion
- Conclusion and Outlook
- References
- Virtual Reality as Knowledge Enhancement Tool for Musculoskeletal Pathology
- Introduction
- Contemporary Training Issues
- Visualisation Methods
- VR Interface
- Context Development
- Evaluation
- Conclusions
- References
- Study of Optimal Behavior in Complex Virtual Training Systems
- Introduction
- Manipulability Solid
- Useful Manipulability
- A New Algorithm for Optimal Positioning
- Interference Factor-IF
- Results
- Different Virtual Scenarios
- References
- Farming Education: A Case for Social Games in Learning
- Introduction
- Pervasiveness of Social Networks
- Pervasiveness of Social Games
- Popular Types of Social Games
- Energy Depletion Games
- Appointment Games
- Social Competition Games
- Linked to Friends
- Current Educational Examples
- Hidden Agenda
- EnerCities
- Farmville for Math Education
- Untapped Opportunities for Learning
- Motivation
- Connected Learning
- Inter-reliant Learning
- Reflection
- Conclusions
- References
- Sample Size Estimation for Statistical Comparative Test of Training by Using Augmented Reality via Theoretical Formula and OCC Graphs: Aeronautical Case of a Component Assemblage
- Introduction
- We Propose to Use via Theoretical Formula and OCC Graphs
- Paper Preparation
- Data Analysis and Filtering
- Formulas
- Kolmogorov- Smirnov Test
- Confidence Interval
- Via Theoretical Formula and OCC Graphs
- Scenarios Developed by Formula
- Scenarios Developed by OCC Charts
- Results
- Conclusion
- References
- Enhancing English Learning Website Content and User Interface Functions Using Integrated Quality Assessment
- Introduction
- Methodology
- Population and Sample
- Weekly Use of the Website
- Instrumentation
- Data Collection
- Data Analysis
- Findings
- English Learning Website
- Quality Attributes of Website Content in Kano Model
- Quality Attributes of Interface Functions
- Importance Level and Satisfaction Level of the Interface Functions
- Discussion
- Conclusions
- References
- The Influence of Virtual World Interactions toward Driving Real World Behaviors
- Introduction
- Literature Review
- Virtual World Demonstration Framework
- User Centered Design
- Description of Framework Components
- Tour Stop 1: Energy Dashboard
- Tour Stop 2: Motion-Detected Low Voltage LED Lighting
- Tour Stop 3: HVAC Day/Night Modes
- Tour Stop 4: Wind Turbine and Solar Panel
- Method
- Results
- References
- Interactive Performance: Dramatic Improvisation in a Mixed Reality Environment for Learning
- Introduction
- Interactive Performance
- The Latina Empowerment Project
- Story Development and Training
- The Development Process
- Field Work
- Live Storyboarding
- Physical Setup
- Trial Runs
- Transition from Live Storyboarding to 3d Avatar System
- A Novel Control Mechanism
- Scenario-Specific Gestures
- Designing the 3d Characters
- Test Configuration
- A Feedback System
- Interactive Performance Issues
- Experiments to Be Conducted
- References
- Emotions and Telerebabilitation: Pilot Clinical Trials for Virtual Telerebabilitation Application Using Haptic Device and Its Impact on Post Stroke Patients' Mood and Motivation
- Introduction/Background
- Materials and Methods
- Experimental Protocol
- System Description
- Measures
- Results
- Discussion
- Conclusions
- References
- An Interactive Multimedia System for Parkinson's Patient Rehabilitation
- Introduction
- Background
- User Needs and Strategies
- Physical Therapist Needs
- Patient Needs
- System Design
- System Structure
- Data Capture
- Sensory Cueing
- Sensory Feedback
- Conclusion
- References
- Part II: VR for Culture and Entertainment
- VClav 2.0 - System for Playing 3D Virtual Copy of a Historical Clavichord
- Introduction
- From VClav to VClav 2.0
- Virtual Reality Hardware and Software
- 5DT Data Glove Ultra 14
- Polhemus Patriot Tracker
- The Display
- NeoAxis Engine
- System for Playing a 3D Virtual Copy of a Historical Clavichord
- Modifying the 3ds Max Models to the NeoAxis Engine Format
- Definition of Physical Mechanisms of the Clavichord and a Hand
- Implementation of the Mechanism Controlling the Glove and the Tracker
- VClav2.0 in Use
- Conclusions
- References
- A System for Creating the Content for a Multi-sensory Theater
- Introduction
- Related Research
- Multi-sensory Theater and Content Editing System
- Devices and Theater Environment
- Content Editing Framework
- Editing Process
- Conclusion
- References
- Wearable Display System for Handing Down Intangible Cultural Heritage
- Introduction
- Kamisuki, Japanese Traditional Paper-Making
- Methodology
- Measuring Kamisuki Skills
- Wearable Display System
- Experiment of Handing Down Kamisuki Skill
- Conclusion
- References
- Stroke-Based Semi-automatic Region of Interest Detection Algorithm for In-Situ Painting Recognition
- Introduction
- Overview of the Proposed Algorithm
- Proposed ROI Detection Algorithm for Robust Recognition
- A Stroke-Based Semi-automatic ROI Detection with Vertex Estimation
- In-Situ Painting Recognition Based on Local Binary Pattern
- Implementation and Experimental Results
- Implementation
- Experimental Results
- Conclusions and Future Works
- References
- Personalized Voice Assignment Techniques for Synchronized Scenario Speech Output in Entertainment Systems
- Introduction
- Quick Post-recording Tool
- Designing the Timing Information of Post-recordings
- Automatic Post-processing
- Prototype of Post-recording Tool
- Evaluation of Post-recording Tool
- Selecting Similar Speakers
- Estimation Method
- Optimization of Weighting Coefficients
- Voice Morphing
- Two Speakers' Voice Morphing
- Multiple Speakers' Voice Morphing
- Voice Morphing for Generating Specific Speakers
- Implementation of Synchronized Speech Output
- Discussion and Conclusion
- References
- Instant Movie Casting with Personality: Dive into the Movie System
- Introduction
- Related Works
- Summary of FCS
- Up-to-Date DIM Movie
- Conclusions
- References
- A Realtime and Direct-Touch Interaction System for the 3D Cultural Artifact Exhibition
- Introduction
- Related Work
- Multisensory System of the Cultural Heritage
- Direct-Touchable Multisensory System
- Direct-Touchable Multisensory Exhibition System
- Direct-Touch Interaction for the Stereoscopic Vision
- Digital Archive
- Graphic Modeling
- Haptic Modeling
- Results
- Conclusion and Future Work
- References
- Digital Display Case: A Study on the Realization of a Virtual Transportation System for a Museum Collection
- Introduction
- Outline of the Digital Display Case
- Virtual Transportation System
- Experimental Result of the Prototype System
- Future Applications
- Conclusion
- References
- Part III: Virtual Humans and Avatars
- Integrating Multi-agents in a 3D Serious Game Aimed at Cognitive Stimulation
- Introduction
- General Concepts
- Agents
- Agents in 3D Environments
- Game Development Methodology
- Game Modelling
- The Game Prototype
- Conclusions
- References
- Automatic 3-D Facial Fitting Technique for a Second Life Avatar
- Introduction
- Avatar Appearance in Second Life
- Facial Fitting Technique
- MRI Data
- Basic Algorithm
- Optimization
- Results and Discussion
- Facial Modeling Using MRI Data
- 3-D Facial Fitting for Second Life Avatar
- Conclusion
- References
- Reflected in a Liquid Crystal Display: Personalization and the Use of Avatars in Serious Games
- Introduction
- Personalization
- Identity and Personalization
- Immersion and Personalization
- Socializing with Avatars
- Conclusion
- References
- Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation
- Introduction
- Method
- Hardware
- Software Architecture
- Game Overview
- Calibration
- Gameplay
- Avatar Representation
- Data Recording
- User Testing
- Results
- Calibration
- Game Play Observations
- User Feedback
- Clinician Feedback
- Discussion
- Conclusions
- References
- Interactive Exhibition with Ambience Using Video Avatar and Animation on Huge Screen
- Introduction
- Digital Museum
- Video Avatar
- Animation Restoration
- Implementation
- Conclusion
- References
- Realistic Facial Animation by Automatic Individual Head Modeling and Facial Muscle Adjustment
- Introduction
- Related Work
- Automatic Head Modeling
- Setting Markers onto Scanned Geometry
- Fitting Template Mesh Using Optimized Local Affine Transformation
- Facial Animation Synthesis
- Capturing Video with Subject's Facial Expression
- Extracting Facial Motion Vectors
- Adjusting Facial Muscles for Each Individual
- Synthesizing Facial Animation with Individualized Key Shapes
- Result and Discussions
- References
- Geppetto: An Environment for the Efficient Control and Transmission of Digital Puppetry
- Introduction
- Social Contexts and Puppetry
- FPS Gaming
- Second Life
- Evolution of Digital Puppetry in Geppetto
- Pre-service Teacher Training
- Avatar
- Evolving Avatar
- DramaRama
- Conclusions
- References
- Body Buddies: Social Signaling through Puppeteering
- Introduction
- Previous Work
- Nonverbal Behavior
- Avatar-Based Nonverbal Communication within Online Meeting Environments
- Body Buddies
- Study
- Procedure
- Results
- Conclusion and Future Work
- References
- Why Can't a Virtual Character Be More Like a Human: A Mixed-Initiative Approach to Believable Agents
- Introduction
- Background
- Human-Driven Puppetry
- Autonomous Believable Agents
- Building Believable Agents in Educational Systems
- A Mixed-Initiative Approach
- The TeachMET Project
- Proposed System
- Conclusion
- References
- Part IV: Developing Virtual and Mixed Environments
- Collaborative Mixed-Reality Platform for the Design Assessment of Cars Interior
- Introduction
- Related Works
- The Collaborative Platform
- Evaluation Tests
- Discussion
- Conclusion
- References
- Active Location Tracking for Projected Reality Using Wiimotes
- Introduction
- System Overview
- Nintendo's Wiimote
- Pan-Tilt Head
- Virtual Camera
- Image Matching
- Coordinate Calibration between Two Wiimotes and a Projector
- User Interface
- Experimental Results
- Geometric Proof
- Projection Accuracy
- Processing Throughput
- Conclusions and Future Work
- References
- Fast Prototyping of Virtual Replica of Real Products
- Introduction
- Related Works
- Description of the Case Study
- Methodology to Create a Fast Virtual Replica
- Choice of the Hardware and Software Equipment
- Simplified Visuo-Haptic Interaction
- Discussion and Conclusion
- References
- Effectiveness of a Tactile Display for Providing Orientation Information of 3d-patterned Surfaces
- Introduction
- Materials
- Tactile Display and Experimental Setup
- Virtual and Real Gratings
- Methods
- Subjects
- Gratings Rendering
- Design and Psychophysical Procedure
- Results
- Discussion and Conclusions
- References
- ClearSpace: Mixed Reality Virtual Teamrooms
- Introduction
- Related Work
- System Configuration
- Creating a Shared Collaborative Space Using Portals
- Managing Teamroom Work Artifacts
- Exploiting Model-Based Representations to Manage Awareness
- Discussion and Future Work
- References
- Mesh Deformations in X3D via CUDA with Freeform Deformation Lattices
- Introduction
- Related Work
- Concept and Implementation
- Proposed X3D Node Extensions
- GPU-Based Implementation
- CUDA Kernel for Complex Objects
- CUDA Kernel for Simple Objects
- Dynamics Simulation
- Discussion and Results
- Conclusions
- References
- Visualization and Management of u-Contents for Ubiquitous VR
- Introduction
- u-Content Definition and Properties
- Definition
- Properties
- u-Content Descriptor for Visualization and Management
- Descriptor Format
- Descriptors in a Context-Aware Augmented Reality Toolkit
- Examples
- Virtual Character in the U-VR Room
- 3D Content Interacting with a Real Object
- Conclusion and Future Work
- References
- Semi Autonomous Camera Control in Dynamic Virtual Environments
- Introduction
- Game Engine Architecture
- Script Language
- Language Design
- Script Interpreter
- Scripted Camera Control
- Extending the Language
- Future Work
- Conclusions
- References
- Panoramic Image-Based Navigation for Smart-Phone in Indoor Environment
- Introduction
- Related Works
- Proposed System
- System Overview
- Database Creation
- Position and Orientation Sensing
- Experimental Results
- Conclusion
- References
- Foundation of a New Digital Ecosystem for u-Content: Needs, Definition, and Design
- Introduction
- Key Concepts and Analysis
- The 8 Key Concepts of the Digital Ecosystem
- Analysis of the Survey
- Ecosystem Realizations
- Necessary and Desirable Features
- Application
- Discussion
- Conclusion
- References
- Semantic Web-Techniques and Software Agents for the Automatic Integration of Virtual Prototypes
- Introduction
- Related Work
- Concept for the Automatic Integration of Virtual Prototypes
- Semantic Annotations with the Resource Description Framework
- Software Agent Reasoning
- Application Example
- Conclusion and Outlook
- References
- Virtual Factory Manager
- Introduction
- Virtual Factory Framework
- Virtual Factory Manager
- VFM Requirements
- VFM Architecture
- VFM Prototype
- Testing the VFM Prototype
- Conclusions
- References
- FiveStar: Ultra-Realistic Space Experience System
- Introduction
- Five Senses Theater
- Basic Configuration
- Conceptual Level of Development
- Challenges and Trials
- Prototype Exhibit at Asiagragh 2010
- System Configuration
- Theme of Exhibit
- Displays of the System
- Haptic System for the Amulet (ofuda)
- 3D Motion Seat and 2D Feet Motion Generator System
- Tactile Feedback of the Seat
- Wind and Scent Display
- Sound Presentation
- Visual Presentation
- Conclusion
- References
- Synchronous vs. Asynchronous Control for Large Robot Teams
- Introduction
- Asynchronous Imagery
- Pilot Studies
- Image Queue Interface
- Methods
- USARSim and MrCS
- Experimental Design
- Result
- Discussion and Future Works
- References
- Acceleration of Massive Particle Data Visualization Based on GPU
- Introduction
- Related Works
- Parallel Computing Architectures Using GPU
- Parallelization Researches Based on GPU
- GPU-Based Acceleration Techniques for Ray Tracing
- Parallelization of Existing Algorithms
- The Modified Kd-tree Data Structure
- Experimental Result and Analysis
- Conclusion
- References
- Author Index
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