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Virtual Memory: Time-Based Art and the Dream of Digitality

by Homay King

In Virtual Memory, Homay King traces the concept of the virtual through the philosophical works of Henri Bergson, Gilles Deleuze, and Giorgio Agamben to offer a new framework for thinking about film, video, and time-based contemporary art. Detaching the virtual from its contemporary associations with digitality, technology, simulation, and speed, King shows that using its original meaning--which denotes a potential on the cusp of becoming--provides the means to reveal the "analog" elements in contemporary digital art. Through a queer reading of the life and work of mathematician Alan Turing, and analyses of artists who use digital technologies such as Christian Marclay, Agnès Varda, and Victor Burgin, King destabilizes the analog/digital binary. By treating the virtual as the expression of powers of potential and change and of historical contingency, King explains how these artists transcend distinctions between disembodiment and materiality, abstraction and tangibility, and the unworldly and the earth-bound. In so doing, she shows how their art speaks to durational and limit-bound experience more than contemporary understandings of the virtual and digital would suggest.

Virtual Migration: The Programming of Globalization

by A. Aneesh

Aneesh draws on the sociology of science, social theory, and research on migration to illuminate the practical and theoretical ramifications of virtual migration.

The Virtual Mind: Designing the Logic to Approximate Human Thinking (Chapman & Hall/CRC Artificial Intelligence and Robotics Series)

by Niklas Hageback

The Virtual Mind: Designing the Logic to Approximate Human Thinking, through an in-depth and multidisciplinary review, outlines and defines the underpinnings for modelling human thinking through approximating the mind. Whilst there are plenty of efforts underway trying to mimic the brain, its complexities have so far proven insurmountable. But replicating the abstract notion of the mind provides a viable and quicker route. Broadly, the mind consists of a conscious and an unconscious part with separate logic schemes and these absorbs reality in diverging chunks, with the former truncated through narratives and norms and the latter able to amass broader perceptions of reality. These are held together and controlled through a governing mechanism. With the replication and establishment of the mind’s mechanistic rules and dynamic constants, tested through a big data approach from public media, it allows for standardization and machine generated human thinking, a Virtual Mind.A virtual mind is able to cover a wide array of applications, in particular forecasting of human behavior and decision-making. In essence, the whole socioeconomic spectra can be captured, including politics, financial markets and consumer patterns. Another area of potential application would be to augment various game software and of course, it would be applicable for the man-machine connect.The book guides the reader on how to develop and produce a machine generated virtual mind in a step-by-step manner. It is a must for anyone with an interest in artificial intelligence, the design and construction of the next generation of computer logic and it provides an enhanced understanding of mankind’s greatest mystery, the workings of the mind. Niklas Hageback has extensive experience of risk modelling and financial analytics working at tier-one financial institutions and consulting firms, such as Deutsche Bank, KPMG, and Goldman Sachs, where he held regional executive risk management and oversight roles in both Europe and Asia.

Virtual Natives: How a New Generation is Revolutionizing the Future of Work, Play, and Culture

by Catherine D. Henry Leslie Shannon

The eclipse of Digital Natives and the dawn of virtual culture—how Gen A, Z are radically redefining the future of work, play, economics, and social life. We’re living through what is arguably one of the most exciting, confusing, and powerful social moments in the history of humanity, the shift from the Digital Age to the Virtual Age. This shift is being driven by technology, and the people who are leading it are the ones who know it best: the Virtual Natives. This book will introduce you to the Virtual Native cohort and mindset, decipher their socio-cultural and economic experiences, and unpack their expectations of companies looking to engage, market, or employ them. In this book, we explore: How Virtual Natives are deploying the new technologies driving the virtualized world How relationships and work habits are being virtualized Identify ten main Virtual Native-led behaviors that are upending work and culture How Virtual Natives are evolving their expertise into a full-blown economy This is nothing short of a cultural revolution. Virtual Natives are the driving force behind a seismic change that is redefining the world through technology and virtual worlds: this book tells you how they are navigating everything from AI to Augmented and virtual reality, gaming, blockchain and Web3 in easy, accessible language. To understand the future, read Virtual Natives.

Virtual Private Networks, Second Edition

by Mike Erwin Charlie Scott Paul Wolfe

This book explains how to plan and build a Virtual Private Network (VPN), a collection of technologies that creates secure connections or "tunnels" over regular Internet lines. It discusses costs, configuration, and how to install and use VPN technologies that are available for Windows NT and Unix, such as PPTP and L2TP, Altavista Tunnel, Cisco PIX, and the secure shell (SSH). New features in the second edition include SSH and an expanded description of the IPSec standard.

The Virtual Project Management Office: Best Practices, Proven Methods

by Robert L. Gordon DM Wanda Curlee DM, PMP, PgMP, PMI-RMP

Successfully Launch and Operate a Virtual Project Management OfficeNew technology and global businesses and organizations are making virtual project management offices (VPMOs) more important and more prevalent than ever. Successfully operating a VPMO requires project managers to employ additional skills and address different challenges from those necessary to operate a traditional PMO. For example, the virtual project manager must have effective soft skills to build trust among a dispersed team and to select the best forms of communication. He or she must also ensure compliance with the unique policies, procedures, and laws relevant to maintaining a VPMO.This book offers best practices for successful virtual projects and the most effective ways to create and implement a PMO in a virtual environment. It's a valuable resource for companies considering a VPMO and those already operating one.You'll find:- Proven implementation plans- Guidance for building a business case- Laws and ethics governing VPMOs- Tips and advice from expertsPlus! Dozens of practical tools to use in launching a VPMO or improving an existing project management office.

Virtual Realities

by Guido Brunnett Sabine Coquillart Robert Van Liere Gregory Welch Libor Váša

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 Realities

by Greg Welch Guido Brunnett Sabine Coquillart

The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional "Holodeck".

Virtual Reality (The MIT Press Essential Knowledge series)

by Samuel Greengard

A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality—and how they could affect every part of our lives.After years of hype, extended reality—augmented reality (AR), virtual reality (VR), and mixed reality (MR)—has entered the mainstream. Commercially available, relatively inexpensive VR headsets transport wearers to other realities—fantasy worlds, faraway countries, sporting events—in ways that even the most ultra-high-definition screen cannot. AR glasses receive data in visual and auditory forms that are more useful than any laptop or smartphone can deliver. Immersive MR environments blend physical and virtual reality to create a new reality. In this volume in the MIT Press Essential Knowledge series, technology writer Samuel Greengard offers an accessible overview of developments in extended reality, explaining the technology, considering the social and psychological ramifications, and discussing possible future directions.Greengard describes the history and technological development of augmented and virtual realities, including the latest research in the field, and surveys the various shapes and forms of VR, AR, and MR, including head-mounted displays, mobile systems, and goggles. He examines the way these technologies are shaping and reshaping some professions and industries, and explores how extended reality affects psychology, morality, law, and social constructs. It's not a question of whether extended reality will become a standard part of our world, he argues, but how, when, and where these technologies will take hold. Will extended reality help create a better world? Will it benefit society as a whole? Or will it merely provide financial windfalls for a select few? Greengard's account equips us to ask the right questions about a transformative technology.

Virtual Reality: Methodology, Tools and Applications (Palgrave Studies in Cyberpsychology)

by Davide Maria Marchioro Aimée Argüero Fonseca Fabio Benatti Marco Zuin

This book is an invaluable resource for researchers, practitioners, and enthusiasts interested in unraveling the potential and promises of virtual reality, delving into its applications, challenges, and the exciting path that lies ahead. In the age of rapidly advancing technology, the intersection of psychology and virtual reality (VR) has opened doors to a world of unprecedented possibilities. This introduction sets the stage for an exploration of the potential of virtual reality within the field of psychology and its intriguing relationship with cyberpsychology. In this book, the authors aim to utilize the transformative power of VR to enhance our understanding of the human mind and emotions, ultimately contributing to the betterment of psychological science and the human experience. The ability to simulate environments, elicit emotional responses, and assess cognitive functions in a controlled, replicable manner presents a paradigm shift in psychological research and practice.

Virtual Reality: Scientific and Technological Challenges

by National Research Council Staff

Despite widespread interest in virtual reality, research and development efforts in synthetic environments (SE)--the field encompassing virtual environments, teleoperation, and hybrids--have remained fragmented.Virtual Reality is the first integrated treatment of the topic, presenting current knowledge along with thought-provoking vignettes about a future where SE is commonplace.This volume discusses all aspects of creating a system that will allow human operators to see, hear, smell, taste, move about, give commands, respond to conditions, and manipulate objects effectively in a real or virtual environment. The committee of computer scientists, engineers, and psychologists on the leading edge of SE development explores the potential applications of SE in the areas of manufacturing, medicine, education, training, scientific visualization, and teleoperation in hazardous environments.The committee also offers recommendations for development of improved SE technology, needed studies of human behavior and evaluation of SE systems, and government policy and infrastructure.

Virtual Reality and Animation for MATLAB® and Simulink® Users

by Nassim Khaled

About this book · Gives the reader hands on example-base experience for simulating dynamical models in MATLAB®/Simulink® and animating them in VRML · More than 150 images describe each step in the model realizations helping readers to understand them visually · Diverse examples and profound problem treatment enable the reader to animate complex dynamical problems m-files, Simulink models, VRML files and jpegs available for download provide full solutions for the end-of-chapter problems Virtual Reality and Animation for MATLAB® and Simulink® Users demonstrates the simulation and animation of physical systems using the MATLAB® Virtual Reality Toolbox (virtual models are created in V-Realm Builder). The book is divided into two parts; the first addresses MATLAB® and the second Simulink®. The presentation is problem-based with each chapter teaching the reader a group of essential principles in the context of a step-by-step solution to a particular issue. Examples of the systems covered include mass-spring-dampers, a crank-slider mechanism and a moving vehicle. The examples are given in ascending level of difficulty and contain MATLAB®/Simulink® codes deliberately simplified so that readers can focus on: * understanding how to link a 3-d virtual scene to MATLAB®/Simulink®; and * manipulating the 3-d virtual scene in MATLAB®/Simulink®. When studied in sequence, the chapters of this text form a coherent whole enabling the reader to gain a thorough expertise in virtual simulation and animation of dynamical models using MATLAB®/Simulink®. Individual chapters stand on their own, however, so that readers interested in a particular system can concentrate on it easily. Problems are provided in each chapter to give practice in the techniques demonstrated and to extend the range of the systems studied, for example, into the control sphere. Solution code for these problems can be downloaded from insert URL. Whether modeling the dynamics of a simple pendulum, a robot arm or a moving car, animation of a dynamical model can enliven and encourage understanding of mechanical systems and thus contribute to control design. Virtual Reality and Animation for MATLAB® and Simulink® Users will be instructive and interesting to anyone, researcher or student, working with the dynamics of physical systems. Readers are assumed to have some familiarity with MATLAB®.

Virtual Reality and Artificial Intelligence: Risks and Opportunities for Your Business

by Matteo Zaralli

Technology is rapidly transforming the way people learn and train, and the integration of virtual reality (VR) and artificial intelligence (AI) could be the next big breakthrough. With the advent of Web 3.0 and the Metaverse, there are endless possibilities for creating immersive and engaging learning environments. However, there is also a need to address the risks and challenges that these technologies present.This book explores the risks and opportunities of VR and AI for coaching and training, with an eye toward the emerging trends of Web 3.0 and the Metaverse. Coaching and training have become increasingly important for companies seeking to develop and retain talent. With the advent of VR and AI technology, there is an opportunity to create immersive and engaging learning environments that could greatly enhance the learning experience. However, there are also risks associated with the use of these technologies, such as data privacy and cybersecurity.This book provides an in-depth analysis of the risks and opportunities of VR and AI for coaching and training, to help startup and business executives understand how to use these technologies responsibly and effectively. We need a new perspective. The book discusses the intersection of various major subjects and topics: business, innovation, technology, and philosophy in terms of critical thinking. The transition we are experiencing through this new Intelligent Revolution is very important, and soon everyone will witness the shift from e-learning to v-learning.

Virtual Reality and Augmented Reality: Myths and Realities

by Bruno Arnaldi Pascal Guitton Guillaume Moreau

Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

Virtual Reality and Augmented Reality: 15th EuroVR International Conference, EuroVR 2018, London, UK, October 22–23, 2018, Proceedings (Lecture Notes in Computer Science #11162)

by Patrick Bourdot Sue Cobb Victoria Interrante Hirokazu Kato Didier Stricker

This book constitutes the refereed proceedings of the 15th International Conference on Virtual Reality and Augmented Reality, EuroVR 2018, held in London, UK, in October 2018. The 9 full papers and 6 short papers presented were carefully reviewed and selected from 39 submissions. The papers are organized in 5topical sections: vision-based motion tracking; 3D acquisition and 3D reconstruction; haptics and 3D audio; perception and cognition; interactive techniques and use-case studies.

Virtual Reality and Augmented Reality: 16th EuroVR International Conference, EuroVR 2019, Tallinn, Estonia, October 23–25, 2019, Proceedings (Lecture Notes in Computer Science #11883)

by Patrick Bourdot Victoria Interrante Luciana Nedel Nadia Magnenat-Thalmann Gabriel Zachmann

This book constitutes the refereed proceedings of the 16th International Conference on Virtual Reality and Augmented Reality, EuroVR 2019, held in Tallinn, Estonia, in October 2019.The 11 full papers and 5 short papers presented together with 8 scientific posters were carefully reviewed and selected from 54 submissions. The papers are organized in topical sections named: Immersive Interaction; Training, Teaching and Learning; Industrial Applications and Data Analysis; Perception, Cognition and Evaluation; and Scientific Posters.

Virtual Reality and Augmented Reality: 14th EuroVR International Conference, EuroVR 2017, Laval, France, December 12–14, 2017, Proceedings (Lecture Notes in Computer Science #10700)

by Jernej Barbic, Mirabelle D'Cruz, Marc Erich Latoschik, Mel Slater and Patrick Bourdot

This book constitutes the refereed proceedings of the 14th International Conference on Virtual Reality and Augmented Reality, EuroVR 2017, held in Laval, France, in December 2017.The 10 full papers and 2 short papers presented were carefully reviewed and selected from 36 submissions. The papers are organized in four topical sections: interaction models and user studies, visual and haptic real-time rendering, perception and cognition, and rehabilitation and safety.

Virtual Reality and Augmented Reality: 17th EuroVR International Conference, EuroVR 2020, Valencia, Spain, November 25–27, 2020, Proceedings (Lecture Notes in Computer Science #12499)

by Hideo Saito Regis Kopper Patrick Bourdot Victoria Interrante Gabriel Zachmann Anne-Hélène Olivier

This book constitutes the refereed proceedings of the 17th International Conference on Virtual Reality and Augmented Reality, EuroVR 2020, held in Valencia, Spain, in November 2020. The 12 full papers were carefully reviewed and selected from 35 submissions. The papers are organized in topical sections named: Perception, Cognition and Behaviour; Training, Teaching and Learning; Tracking and Rendering; and Scientific Posters.

Virtual Reality and Mixed Reality: 18th EuroXR International Conference, EuroXR 2021, Milan, Italy, November 24–26, 2021, Proceedings (Lecture Notes in Computer Science #13105)

by Patrick Bourdot Mariano Alcañiz Raya Pablo Figueroa Victoria Interrante Torsten W. Kuhlen Dirk Reiners

This book constitutes the refereed proceedings of the 18th International Conference on Virtual Reality and Mixed Reality, EuroXR 2021, held in Valencia, Spain, in November 2021.The 8 full and 4 short papers were carefully reviewed and selected from 31 submissions. The conference presents contributions on virtual reality, mixed reality, augmented reality, collaborative virtual environment, tangible user interface, CAD model processing, and others. The papers are organized in the blocks named: ​Perception and Cognition; Interactive Techniques; Tracking and Rendering; Use case and User study; Short papers.

Virtual Reality and Mixed Reality: 19th EuroXR International Conference, EuroXR 2022, Stuttgart, Germany, September 14–16, 2022, Proceedings (Lecture Notes in Computer Science #13484)

by Gabriel Zachmann Mariano Alcañiz Raya Xubo Yang Partrick Bourdot Maud Marchal Jeanine Stefanucci

This book constitutes the refereed proceedings of the 19th International Conference on Virtual Reality and Mixed Reality, EuroXR 2022, held in Stuttgart, Germany, in September 2022.The 6 full and 2 short papers were carefully reviewed and selected from 37 submissions. The conference presents contributions on results and insights in Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), commonly referred to under the umbrella of Extended Reality (XR), including software systems, immersive rendering technologies, 3D user interfaces, and applications.

Virtual Reality and Mixed Reality: 20th EuroXR International Conference, EuroXR 2023, Rotterdam, The Netherlands, November 29 – December 1, 2023, Proceedings (Lecture Notes in Computer Science #14410)

by Gabriel Zachmann Krzysztof Walczak Omar A. Niamut Kyle Johnsen Wolfgang Stuerzlinger Mariano Alcañiz-Raya Greg Welch Patrick Bourdot

This book constitutes the refereed proceedings of the 20th International Conference on Virtual Reality and Mixed Reality, EuroXR 2023, held in Rotterdam, the Netherlands, during November 29-December 1, 2023. The 14 full papers presented together with 2 short papers were carefully reviewed and selected from 42 submissions. The papers are grouped into the following topics: Interaction in Virtual Reality; Designing XR Experiences; and Human Factors in VR: Performance, Acceptance, and Design.

Virtual Reality and the Built Environment

by Jennifer Whyte Dragana Nikolić

Like the first edition, the central question this book addresses is how virtual reality can be used in the design, production and management of the built environment. The book aims to consider three key questions. What are the business drivers for the use of virtual reality? What are its limitations? How can virtual reality be implemented within organizations? Using international case studies it answers these questions whilst addressing the growth in the recent use of building information modelling (BIM) and the renewed interest in virtual reality to visualize and understand data to make decisions. With the aim of inspiring and informing future use, the authors take a fresh look at current applications in the construction sector, situating them within a broader trajectory of innovation. The new edition expands the scope to consider both immersive virtual reality as a way of bringing professionals inside a building information model, and augmented reality as a way of taking this model and related asset information out to the job-site. The updated edition also considers these technologies in the context of other developments that were in their infancy when the first edition was written – such as laser scanning, mobile technologies and big data. Virtual Reality in the Built Environment is essential reading for professionals in architecture, construction, design, surveying and engineering and students on related courses who need an understanding of BIM, CAD and virtual reality in the sector. Please follow the book's Twitter account: @vrandbe http://buildingvr.blogspot.co.uk/

Virtual Reality and Virtual Environments: A Tool for Improving Occupational Safety and Health (Occupational Safety, Health, and Ergonomics)

by Andrzej Grabowski

Virtual reality (VR) techniques are becoming increasingly popular. The use of computer modeling and visualization is no longer uncommon in the area of ergonomics and occupational health and safety. This book explains how studies conducted in a simulated virtual world are making it possible to test new solutions for designed workstations, offering a high degree of ease for introducing modifications and eliminating risk and work-related accidents. Virtual reality techniques offer a wide range of possibilities including increasing the cognitive abilities of the elderly, adapting workstations for people with disabilities and special needs, and remote control of machines using collaborative robots.Detailed discussions include: Testing protective devices, safety systems, and the numerical reconstruction of work accidents Using computer simulation in generic virtual environments On the one hand, it is a self-study book made so by well-crafted and numerous examples. On the other hand, through a detailed analysis of the virtual reality from a point of view of work safety and ergonomics and health improvement. Ewa Grabska, Jagiellonian University, Kraków, PolandNoteworthy is the broad scope and diversity of the addressed problems, ranging from training employees using VR environments with different degrees of perceived reality; training and rehabilitation of the elderly; to designing, testing, modifying, and adapting workplaces to various needs including those of disabled workers; to simulation and investigation of the cause of accidents at a workplace.Andrzej Krawiecki, Warsaw University of Technology, Warsaw, Poland

Virtual Reality Blueprints: Create compelling VR experiences for mobile and desktop

by John Williamson Charles Palmer

Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC Vive Key Features Develop robust, immersive VR experiences that are easy on the eye. Code 3D games and applications using Unity 3D game engine. Learn the basic principles of virtual reality applications Book Description Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and mobile-based games and applications. Explore the three top platforms—Cardboard VR, Gear VR, and OculusVR —to design immersive experiences from scratch. You’ll start by understanding the science-fiction roots of virtual reality and then build your first VR experience using Cardboard VR. You'll then delve into user interactions in virtual space for the Google Cardboard then move on to creating a virtual gallery with Gear VR. Then you will learn all about virtual movements, state machines, and spawning while you shoot zombies in the Oculus Rift headset. Next, you'll construct a Carnival Midway, complete with two common games to entertain players. Along the way, you will explore the best practices for VR development, review game design tips, discuss methods for combating motion sickness and identify alternate uses for VR applications What you will learn Use Unity assets to create object simulation. Implement simple touch controls in your application. Apply artificial intelligence to achieve player and character interaction. Add scripts for movement, tracking, grasping, and spawning. Create animated walkthroughs, use 360-degree media, and build engaging VR experiences. Deploy your games on multiple VR platforms. Who this book is for If you are a game developer and a VR enthusiast now looking to get stuck into the VR app development process by creating VR apps for different platforms, then this is the book for you. Familiarity with the Unity game engine and the C# language is key to getting the most from this book.

Virtual Reality: Concepts and Technologies

by Philippe Fuchs Guillaume Moreau Pascal Guitton

A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the read

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