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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."
Virtual reality has been a major influence in the development of information organization and management. Furthermore, it has also changed the process of designing information systems to make them more suitable for required applications. This book covers a wide range of applications of virtual reality and developments occurring in this field. The book discusses the applications of virtual reality in varied fields such as robot technology, industry and construction, and multimedia technology. This book will be beneficial for readers interested in learning more about the field of virtual reality.
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).
"Are you ready to sell a massive amount of books?" Inside these pages, discover: Exactly how to take your book on tour, around the globe, without leaving home; How to identify and connect with new audiences who are hungry for your content; The top four social networks for authors; How to locate and line up tour hosts for your virtual book tour; And more!
This book traces a deep misunderstanding about the relation of concepts and reality in the history of philosophy. It exposes the influence of the mistake in the thought of Locke, Berkeley, Kant, Nietzche and Bradley, and suggests that the solution can be found in Hegelian thought. Ellis argues that the treatment proposed exemplifies Hegel's dialectical method. This is an important contribution to this area of philosophy.
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