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Ten years after Virtual Environment research started with NASA's VIEW project, these techniques are now exploited in industry to speed up product development cycles, to ensure higher product quality, and to encourage early training on and for new products. Especially the automotive industry, but also the oil and gas industry are driving the use of these techniques in their works. The papers in this volume reflect all the different tracks of the workshop: reviewed technical papers as research contributions, summaries on panels of VE applications in the automotive, the medical, the telecommunication and the geoscience field, a panel discussing VEs as the future workspace, invited papers from experts reporting from VEs for entertainment industry, for media arts, for supercomputing and productivity enhancement. Short industrial case studies, reporting very briefly from ongoing industrial activities complete this state of the art snapshot
Monografía
monografia Rebiun22026434 https://catalogo.rebiun.org/rebiun/record/Rebiun22026434 m o d cr mnu---uuaaa 121227s1998 au a ob 000 0 eng 840302877 934999392 936320212 1012484381 1016392034 9783709175194 electronic bk.) 3709175194 electronic bk.) 9783211832332 3211832335 10.1007/978-3-7091-7519-4 doi UPVA 996968190103706 AU@ eng pn AU@ OCLCQ OCLCO I9W GW5XE OCLCF OCLCA OCLCQ EBLCP OCLCQ UAB COO OCLCQ AU@ UML bicssc COM012000 bisacsh Göbel, M. Martin) Virtual Environments '98 Proceedings of the Eurographics Workshop in Stuttgart, Germany, June 16-18, 1998 edited by Martin Göbel, Jürgen Landauer, Ulrich Lang, Matthias Wapler Vienna Springer Vienna 1998 Vienna Vienna Springer Vienna 1 online resource (viii, 335 pages 206 illustrations) 1 online resource (viii, 335 pages 206 illustrations) Text txt rdacontent computer c rdamedia online resource cr rdacarrier Eurographics 0946-2767 Includes bibliographical references at the end of each chapters Keynote Papers -- Advances in Bridging the Gap: Using Virtual Reality to Enhance Productivity -- New Trends in Virtual Environment User Interface Research: Case Studies at the Human Interface Technology Laboratory -- Teraflop Visualization -- Virtual Reality in Medicine: Developing the Visualization and Interaction Technology for the 21st Century -- Making Virtual Worlds Work in a Real World -- Technical Papers -- Experiences from an Inhabited Television Experiment -- Grounding & Awareness Management: Two Architectural Principles for Collaborative Virtual Worlds -- Remote Object Translation Methods for Immersive Virtual Environments -- Meet.Me@Cyberstage: Towards Immersive Telepresence -- VR Geo Planning Tool for the Redevelopment of Landscape -- Design of a Virtual Environment that Employs Attention-Driven Interaction and Prioritization -- Navigation in Real and Virtual Environments: Judging Orientation and Distance in a Large-Scale Landscape -- Analyzing Draft Tube Characteristics for Hydraulic Turbines in a VR Environment -- Collaborative Volume Rendering in a Distributed Virtual Reality Environment -- Sharing Virtual Environments over a Transatlantic ATM Network in Support of Distant Collaboration in Vehicle Design -- Architecture and Digital Exhibitions The Einstein Tower World -- Hybrid Approaches to Interactions between Real and Virtual Humans in Mixed Environments -- An Interactive Face Robot Able to Create Virtual Communication with Human -- A Flexible Prototyping Tool for 3D Real-Time User-Interaction -- Reactive Virtual Environment System: LivingWorlds Multi-User World -- Strolling Through Cyberspace with Your Hands in Your Pockets: Head Directed Navigation in Virtual Environments -- Automatic Facial Expression Composition from Base Faces -- Symbolic Representations of Exclude and Include for Audio Sources and Sinks: Figurative Suggestions of mute/solo & cue and deafen/confide & harken -- The Virtual Endeavour a VR-Gallery Application for Remote Multimedia Data Access -- Panel Reports -- Automotive Panel: Using VR in the Automotive Business -- Virtual Reality in the Telcommunications Industry Current State and Future -- Industrial Case Studies -- Virtual Reality and the Link between Design and Engineering Analysis -- Virtual Environment for Education and Training in Safety Engineering and Maintenance -- Window into Virtuality A Sales-Support-System Based on Ideas and Technology Components out of the Virtual Reality Area -- Virtual Reality Applications for Spacecraft Operations -- Industrial Application Potential of Virtual Reality An Empirical Study of Demands, Barriers and Drivers -- Layout Planning of Manufacturing Systems with VR-based Construction Sets -- Creating VR-based Setups for the Study of Human Behaviour -- Applying the Third Dimension to E-Commerce -- Appendix: Colour Images Ten years after Virtual Environment research started with NASA's VIEW project, these techniques are now exploited in industry to speed up product development cycles, to ensure higher product quality, and to encourage early training on and for new products. Especially the automotive industry, but also the oil and gas industry are driving the use of these techniques in their works. The papers in this volume reflect all the different tracks of the workshop: reviewed technical papers as research contributions, summaries on panels of VE applications in the automotive, the medical, the telecommunication and the geoscience field, a panel discussing VEs as the future workspace, invited papers from experts reporting from VEs for entertainment industry, for media arts, for supercomputing and productivity enhancement. Short industrial case studies, reporting very briefly from ongoing industrial activities complete this state of the art snapshot Computer science Software engineering Computer simulation Computer graphics Computer graphics Computer science Computer simulation Software engineering Electronic books Landauer, Jürgen Lang, Ulrich Wapler, Matthias Print version 9783211832332 Eurographics