This book is the fruit of many years of experience on the creation of synthetic worldsandvirtualrealities.Ourgoalistotransmitthisexperiencetostudents and ease the learning curve required to master the creation of Virtual Reality (VR) applications. We start by providing some brief answers to key questions such as: where did VR come from? what are the main concepts that help us understand this research ?eld? what are the current VR trends? and last but not least, how can we create virtual worlds? Throughout the book we consider the terms virtual environment, v- tualworld and VRapplication asequivalentconcepts: computer-generated environments mainly composed of interactive computer graphics, designed to physically and/or psychologically immerse one or more users in an alternative reality. The ?rst part of the book makes a review of the basic theoretical and practical concepts involved in the visual aspect of virtual environments. We startbypresentingthebasicmathematicalfoundationsforthesynthesisof3D graphics, includingbasicmodelingandrenderingtechniques.Acomprehensive review of the state of the art of computer animation closes this part."
This monograph originates from my work on the HAPTEX project. In - cember 2004 Prof. Franz-Erich Wolter, the head of the Institute of Man- Machine Communication of the Leibniz Universit. at Hannover, o?ered me the opportunity to participate in that EU funded project. Being a mat- matician I had only very little experience in the ?eld of haptic simulation in those days, but Prof. Wolter trusted in my ability to become acquainted with new ?elds of research in a very short time. I am still thankful for the con?dence he has shown me. Since then I indeed learned and found out a lot. With this monograph I try to pass on the knowledge I gained. Having a reader in mind who-like me at the beginning of the project-has no background in psychophysics, neurophysiologyortextileengineeringIwillprovidethenecessarybasics.The skilled reader may safely skip these parts. Nevertheless I presume some basic knowledge in mathematics. I hope that this thesis might help a newcomer to discover the fascinating ?eld of tactile simulation. This workwouldnot havebeen possible without the funding of the project "HAPtic sensing of virtual TEXtiles" (HAPTEX) under the Sixth Fra- work Programme (FP6) of the European Union (Contract No. IST-6549).
Augmented (AR) and Virtual Reality (VR) technologies are increasingly being used in manufacturing processes. These use real and simulated objects to create a simulated environment that can be used to enhance the design and manufacturing processes.
Virtual Reality and Augmented Reality Applications in Manufacturing is written by experts from the world s leading institutions working in virtual manufacturing and gives the state of the art of the field.
- Chapters covering the state of the art in VR and AR technology and how these technologies can be applied to manufacturing.
- The latest findings in key areas of AR and VR application to manufacturing.
- The results of recent cross-disciplinary research projects in the US and Europe showing application solutions of AR and VR technology in real industrial settings.
Virtual Reality and Augmented Reality Applications in Manufacturing will be of interest to all engineers wishing to keep up-to-date with technologies that have the potential to revolutionize manufacturing processes over the next few years."
In this unique book, Chambers- Jones undertakes empirical research into gambling in virtual worlds and highlights the jurisprudential issues relating to economic internet crime and digital currencies. Gambling is an old phenomenon and advancements in technology have seen gambling behaviour transverse a new path. The law in this area has not kept pace with such technological advances, leaving grey areas of concern un-discussed and un-regulated. The relationship between real world legislation and advancements in technology demonstrates ineffectual transposition of law onto new modern phenomena, generating loopholes in legislative protection. Financial Crime and Gambling in a Virtual World, provides a critical discussion on laws relating to gambling in virtual worlds, commenting that terms such as 'virtual' or 'fantasy law' are unhelpful in promoting effective legislation. The discussion reveals how virtual world gambling dominos onto other criminal acts within virtual worlds, specifically through criminal aspects of digital currencies. New forms of virtual world crimes need to be taken seriously and accepted as a threat in order to build legislation that acknowledges the growing use of new technologies in forms of financial crimes. Chambers- Jones concludes through presenting the necessity for joined up national and international legislation to effectively tackle virtual world crimes. This distinctive investigation will appeal to PHD and master's students or researchers with an interest in cybercrime, economic internet crime and virtual economies. Practitioners, Policy writers and Law enforcement officers will find this book informative in promoting further legislation to encompass new technologies in economic internet crime.
The author claims that, in our progress, in a techno-logos driven linear and literal way of dealing with reality, we are moving from a macro-cosmic sense of the reality of being to a microscopic knowledge of truth. In the "mythic" vision of reality, the ground is naturally spiritual, but in the "un-reality" that we now approach, the ground is virtually artificial, as in the new singularity and a data based reality. This is not a change in reality, but a change in the human who is becoming focused on data, technos, and mediation, rather than the essence of nature-earth as not only the unique habitat of the unique human and other beings, but the essence of reality which is manifested in the existence of life. This is the real ground of reality, but it requires relationship and experience. The usual example the author gives is that between water, as nature, and human being as an organism, and in this relationship, it can be seen that the essence of water is in the experience of drinking, not in the knowledge and ideas about water. This is a way to look at nature as essence, and life as the manifestation of that essence. In our megatrend, we are moving from this essence being the vision of reality being naturally spiritual toward reality being virtually artificial. Another way of saying this is the move from reality of being to the reality of knowing, or from a macro-cosmic reality to a microscopic truth.
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