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Virtual Realities : International Dagstuhl Seminar, Dagstuhl Castle, Germany, June 9-14, 2013, Revised Selected Papers (Information Systems and Applications, incl. Internet/Web, and HCI)

By: Gregory Welch (Edited by) , Guido Brunnett (Edited by) , Libor Vasa (Edited by) , Robert van Liere (Edited by) , Sabine Coquillart (Edited by)

Extended Catalogue

Ksh 9,950.00

Format: Paperback or Softback

ISBN-10: 3319170422

ISBN-13: 9783319170428

Collection / Series: Information Systems and Applications, incl. Internet/Web, and HCI

Collection Type: Publisher collection

Edition statement: 2015 ed.

Publisher: Springer International Publishing AG

Imprint: Springer International Publishing AG

Country of Manufacture: CH

Country of Publication: GB

Publication Date: Apr 9th, 2015

Publication Status: Active

Product extent: 261 Pages

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Virtual reality (VR) is a multidisciplinary area of research aimed at interactive human–computer-mediated simulations of artificial environments. An important aspect of VR-based systems is the stimulation of the human senses – usually sight, sound, and touch – in such a way that a user feels a sense of presence in the virtual environment. Sometimes it is important to combine real and virtual objects in the same real or virtual environment. This approach is often referred to as augmented reality (AR), when virtual objects are integrated into a real environment. Typical VR applications include simulation, training, scientific visualization, and entertainment, whereas typical AR applications include computer-aided manufacturing or maintenance and computer-aided surgery or medicine. This book comprises a collection of research and position papers presented at Dagstuhl Seminar 13241 on Virtual Realities, held at Schloss Dagstuhl, Germany, in June 2013. The 13 papers in this volume were carefully reviewed and selected from 18 submissions. They are organized in topical sections on: VR environments; interactions and user experience; virtual humans; and tele-existence.

Virtual reality (VR) is a multidisciplinary area of research aimed at interactive human-computer-mediated simulations of artificial environments. An important aspect of VR-based systems is the stimulation of the human senses - usually sight, sound, and touch - in such a way that a user feels a sense of presence in the virtual environment. Sometimes it is important to combine real and virtual objects in the same real or virtual environment. This approach is often referred to as augmented reality (AR), when virtual objects are integrated into a real environment. Typical VR applications include simulation, training, scientific visualization, and entertainment, whereas typical AR applications include computer-aided manufacturing or maintenance and computer-aided surgery or medicine.

This book comprises a collection of research and position papers presented at Dagstuhl Seminar 13241 on Virtual Realities, held at Schloss Dagstuhl, Germany, in June 2013. The 13 papers in this volume were carefully reviewed and selected from 18 submissions. They are organized in topical sections on: VR environments; interactions and user experience; virtual humans; and tele-existence.

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