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Showing 71,051 through 71,075 of 73,237 results

Virtual Prototyping & Bio Manufacturing in Medical Applications

by Bopaya Bidanda Paulo Jorge Bártolo

The original role of RP was to confirm the shape and feel of concept design, but innovations in RP now allow for the development of sophisticated medical devices such as catheters, stents, drug delivery systems, syringes and cardio-vascular devices, and more. RP has moved beyond medical devices, as surgeons now regularly use RP models to brainstorm strategies for surgeries. This book presents new uses for rapid prototyping in state-of-the-art medical applications.

Virtual Reality: Recent Advancements, Applications and Challenges

by Lila Bozgeyikli Ren Bozgeyikli

Although the emergence of virtual reality (VR) goes back to the 1960s, with the recent availability of low-cost and high-accuracy systems it has become increasingly prevalent in a wide variety of areas; with uses ranging from training and education to rehabilitation and entertainment. Nowadays, there are many companies that have their own VR systems with various types of headsets and controllers. This has shaped how VR is being used today and how we interact with the latest generation VR systems. With the rapidly evolving dynamics gained through technological advancements, VR is projected to grow and transform the way humans do everyday tasks both in the workplace and in personal lives. In addition to the VR headsets, there are now augmented reality (AR) headsets that allow the user to see their real-world surroundings while also viewing computer generated imagery. This leads to an enhanced user experience. This book aims to provide a comprehensive update of the latest scientific research, mainly in VR and partly in AR, from the last five years. The content is themed around the application areas of training, education, robotics, health and well-being, and user experience.

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 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 and Virtual Environments in 10 Lectures (Synthesis Lectures on Image, Video, and Multimedia Processing)

by Stanislav Stanković

This book offers an easily understood introduction to the core concepts of Virtual Reality, Virtual Environments and related topics of Augmented Reality and Extended Reality. These complex technological concepts are demystified and broken down in 10 lectures, written in an approachable and easy to understand way. If you find yourself enticed and mystified by this new technology, this book can help you make sense of its core concepts and internal workings.

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

Virtual Reality Headsets - A Theoretical and Pragmatic Approach

by Philippe Fuchs

The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I² model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Digital Games, Simulations, and Learning)

by Erica Southgate

Virtual Reality in Curriculum and Pedagogy explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book’s original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed immersive VR in secondary school science, ICT, and drama classrooms. Students and scholars of technology-enhancing learning, curriculum design, and teacher education alike will find key pedagogical insights into leveraging the unique properties of VR for authentic, metacognitive, and creative learning.

Virtual Reality in Geography

by Peter Fisher David Unwin

Virtual Reality in Geography covers "through the window" VR systems, "fully immersive" VR systems, and hybrids of the two types. The authors examine the Virtual Reality Modeling Language approach and explore its deficiencies when applied to real geographic environments. This is a totally unique book covers all the major uses and methods of virtual reality used by geographers. The authors have produced a CDROM that comes with the book of virtual reality images that will be a fascinating companion to the text. This book will be of great interest to geographers, computer scientists and all those interested in multimedia and computer graphics.

Virtual Reality in Health and Rehabilitation (Rehabilitation Science in Practice Series)

by Christopher M. Hayre Dave J. Muller Marcia J. Scherer

This edited book focuses on the role and use of VR for healthcare professions in both health and rehabilitation settings. It is also offers future trends of other emerging technology within medicine and allied health professions. This text draws on expertise of leading medical practitioners and researchers who utilise such VR technologies in their practices to enhance patient/service user outcomes. Research and practical evidence is presented with a strong applied emphasis to further enhance the use VR technologies within the community, the hospital and in education environment(s). The book may also be used to influence policymakers on how healthcare delivery is offered.

Virtual Reality Technology and Applications

by Domen Novak Matjaž Mihelj Samo Begus

As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of different applications, focusing on augmented reality as a special case. Though the content is primarily VR-related, it is also relevant for many other fields.

Virtual Reality Technology in Mining Machinery: Virtual Assembly, Virtual Planning and Virtual Monitoring

by Xuewen Wang Jiacheng Xie Suhua Li

This book focuses on the application of virtual reality (VR) technology in mining machinery. It gives a detailed introduction to the application of VR technology in virtual assembly, virtual planning, and virtual monitoring. Based on the theory of digital twin, VR technology and collaborative control technology are applied to coal mining machinery equipment, which lays a foundation for the digitalization and intellectualization of coal machinery equipment and broadens the application scope of virtual reality technology in the mechanical engineering field. Through the application of VR technology in coal machinery equipment, this book provides new methods and ideas for teaching activities, scientific research activities, and actual production with rich illustrations, related table introduction, unique research ideas, and other unique contents. This book could be a useful reference for researchers in mining machinery, simulation and modeling, computer-aided engineering (CAD and CAE) and design, visualization, mechanical engineering, and other disciplines.

Virtual Roaming Data Services and Seamless Technology Change: GSM, LTE, WiFi, Satellite, CDMA

by Arnaud Henry-Labordère

The subject is “Virtual Roaming for data services” and “Seamless Technology change” also called “Number Continuity”.“Virtual Roaming for voice and SMS” was covered in one of the author's previous book. “Virtual Roaming” means that it allows a subscriber to visit a network which his home network does not have an agreement with. The “Seamless Technology change” allows a user to keep all his services including reception of calls and SMS sent to his usual number when he switches his GSM to a Satellite phone or to WiFi. The implementation of Seamless Technology change uses the SS7 Roaming Hub and GTP Hubs technology explained in the first part of the book. The book also contains chapters explaining in detail the steering and anti-steering of roaming, LTE Serving Mobile Location Centers, and Advanced Policy and Charging implementations in LTE and 3G. This is to be used as an easy reference book. All the relevant references to the standards are included chapter by chapter. This is the first book on the two main subjects of Virtual Data Roaming and Seamless Technology change. Keywords:Virtual Roaming, Number Continuity, Seamless technology change, Policy Charging and Control, LTE LBS, Steering of Roaming, GTP Hub, MMS Hub,RADIUS Hub, DIAMETER Hub

Virtual Schooling: A Guide to Optimizing Your Child's Education

by Elizabeth Kanna Lisa Gillis Christina Culver

Today, millions of school-age children are learning outside of a traditional classroom and using cutting edge educational options. Policy experts predict that in a decade half of all education will be delivered virtually. In Virtual Schooling three top authorities help you navigate the fastest growing movement in education -- regardless of whether your child attends public school, private school or is home schooled. You'll discover how to: · Find opportunities and programs to optimize your child's learning, strengths and aptitudes. · Create a personalized learning plan for your child, which can remove barriers, ignite their passions and propel your child to new levels of learning. · Prepare your child for success in the workplace in any future economy.

Virtual Sites as Learning Spaces: Critical Issues on Languaging Research in Changing Eduscapes

by Sangeeta Bagga-Gupta Giulia Messina Dahlberg Ylva Lindberg

This volume fills a gap in the literature between the domains of Communication Studies and Educational Sciences across physical-virtual spaces as they intersect in the 21st century. The chapters focus on “languaging” - communicative practices in the making - and its intersection with analogue and virtual learning spaces, bringing together studies that highlight the constant movement between analogue-virtual dimensions that continuously re-shape participants' identity positionings. Languaging is understood as the deployment of one or more than one language variety, modality, embodiment, etc in human meaning-making across spaces. Languaging activities are explored through a multitude of literary artefacts, genres, media, and modes produced in and across sites. The authors go beyond “best practice” approaches and instead present “how-to-explore” communicative practices for researchers, learners and teachers. This book will be of interest to readers situated in the areas of literacy, literature, bi/multilingualism, multimodality, linguistic anthropology, applied linguistics, and related fields. Chapters 2, 5, 8 and 12 are open access under a CC BY 4.0 license at link.springer.com.

Virtual Society: The Metaverse and the New Frontiers of Human Experience

by Herman Narula

&“A fascinating, provocative case that the metaverse will not merely transform our virtual experience—it may actually enrich the quality of our lives&” (Adam Grant)—from the visionary co-founder of one of today&’s most innovative technology companies&“This important book offers a highly persuasive argument that the metaverse, a new kind of virtual world, marks a profound next stage in this long human quest for fulfillment through creation.&”—Chris Anderson, head of TEDThe concept of &“the metaverse&” has exploded in the public consciousness, but its contours remain elusive. Is it merely an immersive virtual reality playground, one that Facebook and other platforms will angle to control? Is it simply the next generation of massive multiplayer online games? Or is it something more revolutionary?As pioneering technologist Herman Narula shows, the metaverse is the latest manifestation of an ancient human tendency: the act of worldbuilding. From the Egyptians, whose conception of death inspired them to build the pyramids, to modern-day sports fans, whose passion for a game inspires extreme behavior, humans have long sought to supplement their day-to-day lives with a rich diversity of alternative experiences.Rooting his vision in history and psychology, Narula argues that humans&’ intrinsic need for autonomy, accomplishment, and connection can best be met in virtual &“worlds of ideas,&” where users have the chance to create and exchange meaning and value. The metaverse is both the growing set of fulfilling digital experiences—ranging from advanced gaming to concerts and other entertainment events and even to virtual employment—and the empowering framework that allows these spaces to become &“networks of useful meaning.&”Bloomberg Intelligence recently predicted that the metaverse will become an $800 billon industry by 2024. But its implications, argues Narula, will lead to far more awe-inspiring possibilities than a spigot of cash. The arrival of the metaverse marks the beginning of a new age of exploration—not outward, but inward—with the potential to reshape society and open the door to a new understanding of the human species and its capabilities.Rigorously researched and passionately argued, Virtual Society is a provocative and essential guide for anyone who wants to go beyond superficial headlines to understand the true contours and potential of our virtual future.

Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality

by Adrian David Cheok Kasun Karunanayaka

Currently, Internet and virtual reality communication is essentially audio-visual. The next important breakthrough of the Internet will be the communication and sharing of smell and taste experiences digitally. Audio-visual stimuli are frequency based, and they can be easily digitized and actuated. On the other hand, taste and smell stimuli are based on chemical molecules, therefore, they are not easy to digitize or actuate. To solve this problem, we are required to discover new digital actuation technologies for taste and smell. The authors of this book have experimented on developing digital actuation devices for several years. This book will provide a complete overview of the importance of digitizing taste and smell, prior works, proposed technologies by the authors, other state of the art research, advantages and limitations of the proposed methods, and future applications. We expect digital taste and smell technologies will revolutionize the field of multisensory augmented reality and open up new interaction possibilities in different disciplines such as Human Computer Interaction, Communication, and Augmented and Virtual Reality.

Virtual Teamwork: Mastering the Art and Practice of Online Learning and Corporate Collaboration

by Jerry Hultin

"This book, by Robert Ubell and his excellent team of collaborators, adds an important dimension to effective teaching and learning in online environments. It addresses how interaction and collaboration online can be effectively harnessed in virtual teams. It is an important contribution to the larger field of Internet-based education." —Frank Mayadas, Alfred P. Sloan Foundation How to create and manage highly successful teams online With the advent of the global economy and high-speed Internet, online collaboration is fast becoming the norm in education and industry. This book takes online collaboration to the next level, showing how you can bolster online learning and business performance with the innovative use of virtual teams. Written by a team of experts headed by online learning pioneer Robert Ubell, Virtual Teamwork covers best practices for online instruction and team learning, reveals proven techniques for managing enterprise and global virtual teams, and helps you choose the best communication tools for the job. Educators, project managers, and anyone involved in teaching online courses or creating online programs will find a wealth of tips and techniques for building and managing successful virtual teams, including guidance for: Integrating team instruction in the virtual classroom Using best techniques for team interaction across borders and time zones Structuring cost-effective, competitive projects that work Leveraging leadership, mentoring, and conflict management in virtual teams Conducting testing, grading, and peer- and self-assessment online Managing corporate, global, and engineering virtual teams Choosing the right technologies for effective collaboration

Virtual Testing and Predictive Modeling

by Bahram Farahmand

Virtual Testing and Predictive Modeling: Fatigue and Fracture Mechanics Allowables provides an overview of cost and time efficient methods in measuring the quality of industrial structural parts. Readers will find a systematic introduction to virtual testing to generate fatigue and fracture allowables through two useful techniques: the conventional continuum mechanics approach, and the utilization of multiscale modeling and simulation techniques to predict materials' properties. A chapter devoted to the functionalization process covers the current approach to this technique, which strengthens interface durability through bonding dissimilar materials. Coverage of verification methods, used with devices such as the Transmission Electron Microscope (TEM) and the Atomic Force Microscope (AFM), are also described, which motivate discussion of the fundamental structure and deformation processes of nanoscale materials. The virtual testing continuum approach already plays a crucial role in the life assessment of important manufactured structural parts in the aerospace, automotive, aircraft and defense industries. Virtual Testing and Predictive Modeling: Fatigue and Fracture Mechanics Allowables provides a unique applications-focus view into these valuable methods, filling a critical void in references currently available.

Virtual und Augmented Reality: Grundlagen und Methoden der Virtuellen und Augmentierten Realität (Examen. Press Ser.)

by Ralf Dörner Wolfgang Broll Paul Grimm Bernhard Jung

Lernen Sie mit diesem Buch die Grundlagen der Virtuellen und Augmentierten Realität kennen Dieses Buch über die Virtuelle und Augmentierte Realität ist sowohl für Praktiker und Interessierte im Selbststudium als auch für Studierende geeignet. Letztere können es hervorragend als Begleitlektüre für entsprechende Lehrveranstaltungen, zum Beispiel in der Informatik nutzen. Die zweite Auflage wurde umfassend erneuert und erweitert. Mit ihrer Hilfe kann der Leser sein Verständnis für das Themengebiet rund um die VR und AR vertiefen. Thematisch schneidet das Buch viele Bereiche der Virtuellen und Augmentierten Realität an, darunter beispielsweise Wahrnehmungsaspekte der AR, Interaktionen in einer virtuellen Welt oder die mathematischen Basics für VR und AR. (105)

Virtual und Augmented Reality: Grundlagen und Methoden der Virtuellen und Augmentierten Realität (eXamen.press)

by Ralf Dörner, Wolfgang Broll, Paul Grimm and Bernhard Jung

Das Lehrbuch vermittelt die theoretischen und praktischen Grundlagen, die benötigt werden, um Virtual- und Augmented-Reality-Systeme (VR/AR) eigenständig zu realisieren oder zu erweitern. Es dient Studierenden als anschauliche Begleitlektüre zu Lehrveranstaltungen, die VR/AR thematisieren, u. a. in den Fächern Informatik, Medien oder Natur- und Ingenieurwissenschaften. Durch seinen modularen Aufbau eignet sich der Band auch für das Selbststudium und kann darüber hinaus als Nachschlagewerk verwendet werden.

The Virtual University: The Internet and Resource-based Learning (Open and Flexible Learning Series)

by Howard Freeman Bernard Scott Steve Ryan Daxa Patel

A discussion of the increased accessibility to the Internet and how this has lead to a variety of resources being used for learning. Case studies and examples show the benefits of using the Internet as part of resource-based learning.

The Virtual Vandal: The Drone Pursuit; The Sonic Breach; Restricted Access; The Virtual Vandal (Tom Swift Inventors' Academy #4)

by Victor Appleton

Tom and his friends attend a science camp in this fourth novel in Tom Swift Inventors&’ Academy—perfect for fans of The Hardy Boys or Alex Rider. Every year, Swift Academy students go to a nearby summer camp to field-test their inventions. Tom and his friends have been working hard on all their projects, but they&’re most thrilled about Noah&’s new virtual reality simulation. They can&’t wait for it to go live, and everyone is looking forward to running tests at the camp. Nothing dulls their excitement, not even when a mysterious prankster starts messing with people&’s inventions. But things take a nosedive when the pranks turn into vandalism. To make matters worse, clues point to Tom&’s friend, Sam, as the one responsible. With Sam&’s reputation and student projects on the line, it&’s up to Tom and his friends to unmask the true vandal. And when Noah&’s simulation enters the arena, they quickly discover they&’re not the only ones meeting in virtual reality…

Virtual War and Magical Death: Technologies and Imaginaries for Terror and Killing

by Sverker Finnström Neil L. Whitehead

Virtual War and Magical Death is a provocative examination of the relations between anthropology and contemporary global war. Several arguments unite the collected essays, which are based on ethnographic research in varied locations, including Guatemala, Uganda, and Tanzania, as well as Afghanistan, Pakistan, Iraq, and the United States. Foremost is the contention that modern high-tech warfare--as it is practiced and represented by the military, the media, and civilians--is analogous to rituals of magic and sorcery. Technologies of "virtual warfare," such as high-altitude bombing, remote drone attacks, night-vision goggles, and even music videoes and computer games that simulate battle, reproduce the imaginative worlds and subjective experiences of witchcraft, magic, and assault sorcery long studied by cultural anthropologists. <P><P> Another significant focus of the collection is the U. S. military's exploitation of ethnographic research, particularly through its controversial Human Terrain Systems (HTS) Program, which embeds anthropologists as cultural experts in military units. Several pieces address the ethical dilemmas that HTS and other counterinsurgency projects pose for anthropologists. Other essays reveal the relatively small scale of those programs in relation to the military's broader use of, and ambitions for, social scientific data.

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