Virtual Realities [electronic resource] : Dagstuhl Seminar 2008 /
Coquillart, Sabine.editor.
Brunnett, Guido.editor.
Welch, Greg.editor.
This book comprises articles by some of the well-known international experts presented at the 2008 Dagstuhl seminar on Virtual Reality (VR). The articles include position statements, subjects discussed during the seminar, and relevant research covering the following topics: constrained 3D user interfaces, social gaming and learning applications, future VR software platforms, the next generation of augmented reality systems the importance of experiential fidelity, and fundamental methods to compelling applications.  .
Description based upon print version of record.
Virtual Realities; Preface; Contents; Contributors; Chapter 1 Proposals for Future Virtual Environment Software Platforms; 1.1 The Problem; 1.2 Requirements and Constraints; 1.3 A Strawman with the Display-Loop Model; 1.4 Response of the Community; 1.4.1 Device Abstractions; 1.4.2 Time-Oriented Programming; 1.4.3 Modular Code and Frameworks; 1.4.4 Scripting Languages; 1.4.5 Object-Sharing and Distributed Programming; 1.5 Some Suggestions for System Builders; 1.5.1 Longer Term Goals; 1.6 Conclusions; References; Chapter 2 Augmented Reality 2.0; 2.1 Introduction; 2.2 Related Work
2.3 Augmented Reality for Social Networking2.4 Application Development and Authoring; 2.4.1 Application Data; 2.4.2 In-Situ Reconstruction and Authoring; 2.4.3 Client Application Development; 2.5 Case Studies; 2.5.1 Mobile AR Advertising; 2.5.2 Content Delivery; 2.5.3 Signpost; 2.6 Next Steps; 2.6.1 Localization and Registration; 2.6.2 AR 2.0 Application Development Areas; 2.6.3 User Evaluation; 2.7 Conclusions; References; Chapter 3 Experiential Fidelity: Leveraging the Mind to Improve the VR Experience; 3.1 The Quest; 3.2 Where Does the Magic Come From?; 3.2.1 Magic Moments
3.2.2 Bringing Magic into Virtual Environments3.2.3 Providing Personal Value in Applications; 3.3 Factors Supporting the User Experience; 3.3.1 Priming; 3.3.1.1 Invitation; 3.3.1.2 Waiting Line; 3.3.1.3 Accidental Priming; 3.3.2 Transitions; 3.3.3 Real World Support and Re-Framing; 3.4 Crafting the Experience; References; Chapter 4 Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality?; 4.1 Introduction; 4.2 Deficiencies and Progress; 4.2.1 Technology; 4.2.1.1 VR Displays; 4.2.1.2 AR Displays; 4.2.1.3 Tracking; 4.2.1.4 Mobile VR/AR
4.2.2 Authoring4.2.3 Behavior and Simulation; 4.2.4 Standards; 4.2.5 Privacy; 4.3 Virtual Humans and Social Aspects; 4.3.1 Overview; 4.3.1.1 Inputs; 4.3.1.2 Cognition; 4.3.1.3 Output; 4.3.2 VR/AR Virtual Humans and Video Game Virtual Humans; 4.3.3 Current Technologies for VR/AR Virtual Humans; 4.3.3.1 Rendering and Animation; 4.3.3.2 Display; 4.3.3.3 Speech; 4.3.3.4 Input to the Virtual Humans; 4.3.3.5 Cognitive Processing; 4.3.4 Ongoing Research Areas; 4.3.4.1 Virtual Humans for Product Design; 4.3.4.2 Virtual Humans to Simulate Large-Scale Social Situations
4.3.4.3 Virtual Humans that Simulate Interpersonal Social Situations4.4 Visions for VR/AR-Enhanced Gaming and Learning; 4.4.1 Example 1: Virtual Playing and Role Swapping; 4.4.2 Example 2: Virtual Humans and the Training of Health Professionals; 4.4.2.1 Frequency; 4.4.2.2 Standardization; 4.4.2.3 Diversity; 4.4.2.4 Feedback; 4.4.2.5 Abnormal Findings; 4.4.2.6 Resources; 4.4.3 Example 3: AR Gaming Environments in Urban Settings; 4.5 Conclusion; References; Chapter 5 [Virtual + 1] * Reality; 5.1 The Human, the Interface and the Virtual World; 5.1.1 Our Perception of the World
5.1.2 The Programmed Virtual World
Includes bibliographical references and index.
This book comprises articles by some of the well-known international experts presented at the 2008 Dagstuhl seminar on Virtual Reality (VR). The articles include position statements, subjects discussed during the seminar, and relevant research covering the following topics: constrained 3D user interfaces, social gaming and learning applications, future VR software platforms, the next generation of augmented reality systems the importance of experiential fidelity, and fundamental methods to compelling applications.  .
Multimedia information systems.
Multimedia Information Systems.