Virtual Realities: Dagstuhl Seminar 2008
Sabine Coquillart, Guido Brunnett, Greg Welch
Springer Science & Business Media, Nov 26, 2010 - Computers - 251 pages
The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional "Holodeck".
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Chapter 2 Augmented Reality 20
Chapter 3 Experiential Fidelity Leveraging the Mind to Improve the VR Experience
Chapter 4 Social Gaming and Learning Applications A Driving Force for the Future of Virtual and Augmented Reality?
Chapter 5 Virtual + 1 Reality
Chapter 6 Action Capture A VRBased Method for Character Animation
Chapter 7 Cloth Simulation Based Motion Capture of Dressed Humans
Chapter 8 Remote 3D Medical Consultation
Chapter 9 SEE MORE Improving the Usage of Large Display Environments
Chapter 10 Inner Sphere Trees and Their Application to Collision Detection
Chapter 11 The Value of Constraints for 3D User Interfaces
Chapter 12 Evaluation of a Scalable InSitu Visualization System Approach in a Parallelized Computational Fluid Dynamics Application