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Book Cover
E-book
Author International Conference on Virtual and Mixed Reality (4th : 2011 : Orlando, Fla.)

Title Virtual and mixed reality-- Systems and applications : international conference, Virtual and Mixed Reality 2011, held as part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings. Part II / Randall Shumaker (ed.)
Published Berlin ; New York : Springer, ©2011

Copies

Description 1 online resource (xxvii, 436 pages) : illustrations (chiefly color)
Series Lecture notes in computer science ; 6774
LNCS sublibrary. SL 3, Information systems and application, incl. Internet/web and HCI
Lecture notes in computer science ; 6774.
LNCS sublibrary. SL 3, Information systems and applications, incl. Internet/Web, and HCI.
Contents Intro -- Title Page -- Foreword -- Organization -- Table of Contents -- Part I: VR in Education, Training and Health -- Serious Games for Psychological Health Education -- Research Overview -- Pedagogical Foundations for Military Psychological Health Education -- Prevention as a Pedagogical Construct -- Virtual Learning Environments and Serious Games for as Psychological Health Education Tools -- Virtual Reality Exposure Training (VRET) -- Second Life as a Healing Space for Veterans -- "Walk in My Shoes" -- A Serious Game for Psychological Health -- Games for Psychological Health: Key Design Recommendations -- Conclusions -- References -- Mixed Reality as a Means to Strengthen Post-stroke Rehabilitation -- Introduction -- Describing Stroke -- Motivations: Advantages of 'Virtual Rehabilitation' -- The Mixed Reality System -- Therapists Opinion and Virtual Rehabilitation Systems -- The Experiment Protocol -- Results and Discussion -- Conclusion and Future Works -- References -- A Virtual Experiment Platform for Mechanism Motion Cognitive Learning -- Introduction -- General Idea and System Structure for Virtual Experiment Platform -- Method and Technology -- Component Modeling and Information Mapping -- Virtual Experiment Scene Assembling and Calculation -- Visualization of Calculation Results -- Development and Application of the Virtual Experiment Platform for Mechanism Motion Cognitive Learning -- Development of the Virtual Experiment Platform for Mechanism Motion -- Assembly and Simulation of Simple Punching Machine Experiment -- Discussion -- Conclusion -- References -- Mechatronic Prototype for Rigid Endoscopy Simulation -- Introduction -- Mechatronic System -- Rigid Endoscope Model -- Position and Orientation of the Tracking System -- Collision Detection and Force Feedback -- Electronic System -- Computer Prototype -- Test and Results
Conclusions and Future Work -- References -- Patterns of Gaming Preferences and Serious Game Effectiveness -- Introduction -- Technology Acceptance Model and Gender -- Applying the TAM to Serious Games -- Gender Differences in Game Playing Preferences and Behaviors -- Neurocognitive Basis for Preferences and Behaviors -- Psychosocial Basis for Preferences and Behaviors -- Present Study: Gender and Game Preferences -- Implications and Future Directions for Serious Games Designers and Researchers -- Designing Serious Games for Both Genders -- References -- Serious Games for the Therapy of the Posttraumatic Stress Disorder of Children and Adolescents -- Introduction -- Related Work -- Game Concept and Principles -- Game Design and Key Principles -- Effective Hierarchy -- User Tests -- Test Setup -- Results and Discussion -- Conclusion and Outlook -- References -- Virtual Reality as Knowledge Enhancement Tool for Musculoskeletal Pathology -- Introduction -- Contemporary Training Issues -- Visualisation Methods -- VR Interface -- Context Development -- Evaluation -- Conclusions -- References -- Study of Optimal Behavior in Complex Virtual Training Systems -- Introduction -- Manipulability Solid -- Useful Manipulability -- A New Algorithm for Optimal Positioning -- Interference Factor-IF -- Results -- Different Virtual Scenarios -- References -- Farming Education: A Case for Social Games in Learning -- Introduction -- Pervasiveness of Social Networks -- Pervasiveness of Social Games -- Popular Types of Social Games -- Energy Depletion Games -- Appointment Games -- Social Competition Games -- Linked to Friends -- Current Educational Examples -- Hidden Agenda -- EnerCities -- Farmville for Math Education -- Untapped Opportunities for Learning -- Motivation -- Connected Learning -- Inter-reliant Learning -- Reflection -- Conclusions -- References
Sample Size Estimation for Statistical Comparative Test of Training by Using Augmented Reality via Theoretical Formula and OCC Graphs: Aeronautical Case of a Component Assemblage -- Introduction -- We Propose to Use via Theoretical Formula and OCC Graphs -- Paper Preparation -- Data Analysis and Filtering -- Formulas -- Kolmogorov- Smirnov Test -- Confidence Interval -- Via Theoretical Formula and OCC Graphs -- Scenarios Developed by Formula -- Scenarios Developed by OCC Charts -- Results -- Conclusion -- References -- Enhancing English Learning Website Content and User Interface Functions Using Integrated Quality Assessment -- Introduction -- Methodology -- Population and Sample -- Weekly Use of the Website -- Instrumentation -- Data Collection -- Data Analysis -- Findings -- English Learning Website -- Quality Attributes of Website Content in Kano Model -- Quality Attributes of Interface Functions -- Importance Level and Satisfaction Level of the Interface Functions -- Discussion -- Conclusions -- References -- The Influence of Virtual World Interactions toward Driving Real World Behaviors -- Introduction -- Literature Review -- Virtual World Demonstration Framework -- User Centered Design -- Description of Framework Components -- Tour Stop 1: Energy Dashboard -- Tour Stop 2: Motion-Detected Low Voltage LED Lighting -- Tour Stop 3: HVAC Day/Night Modes -- Tour Stop 4: Wind Turbine and Solar Panel -- Method -- Results -- References -- Interactive Performance: Dramatic Improvisation in a Mixed Reality Environment for Learning -- Introduction -- Interactive Performance -- The Latina Empowerment Project -- Story Development and Training -- The Development Process -- Field Work -- Live Storyboarding -- Physical Setup -- Trial Runs -- Transition from Live Storyboarding to 3d Avatar System -- A Novel Control Mechanism -- Scenario-Specific Gestures
Designing the 3d Characters -- Test Configuration -- A Feedback System -- Interactive Performance Issues -- Experiments to Be Conducted -- References -- Emotions and Telerebabilitation: Pilot Clinical Trials for Virtual Telerebabilitation Application Using Haptic Device and Its Impact on Post Stroke Patients' Mood and Motivation -- Introduction/Background -- Materials and Methods -- Experimental Protocol -- System Description -- Measures -- Results -- Discussion -- Conclusions -- References -- An Interactive Multimedia System for Parkinson's Patient Rehabilitation -- Introduction -- Background -- User Needs and Strategies -- Physical Therapist Needs -- Patient Needs -- System Design -- System Structure -- Data Capture -- Sensory Cueing -- Sensory Feedback -- Conclusion -- References -- Part II: VR for Culture and Entertainment -- VClav 2.0 -- System for Playing 3D Virtual Copy of a Historical Clavichord -- Introduction -- From VClav to VClav 2.0 -- Virtual Reality Hardware and Software -- 5DT Data Glove Ultra 14 -- Polhemus Patriot Tracker -- The Display -- NeoAxis Engine -- System for Playing a 3D Virtual Copy of a Historical Clavichord -- Modifying the 3ds Max Models to the NeoAxis Engine Format -- Definition of Physical Mechanisms of the Clavichord and a Hand -- Implementation of the Mechanism Controlling the Glove and the Tracker -- VClav2.0 in Use -- Conclusions -- References -- A System for Creating the Content for a Multi-sensory Theater -- Introduction -- Related Research -- Multi-sensory Theater and Content Editing System -- Devices and Theater Environment -- Content Editing Framework -- Editing Process -- Conclusion -- References -- Wearable Display System for Handing Down Intangible Cultural Heritage -- Introduction -- Kamisuki, Japanese Traditional Paper-Making -- Methodology -- Measuring Kamisuki Skills -- Wearable Display System
Experiment of Handing Down Kamisuki Skill -- Conclusion -- References -- Stroke-Based Semi-automatic Region of Interest Detection Algorithm for In-Situ Painting Recognition -- Introduction -- Overview of the Proposed Algorithm -- Proposed ROI Detection Algorithm for Robust Recognition -- A Stroke-Based Semi-automatic ROI Detection with Vertex Estimation -- In-Situ Painting Recognition Based on Local Binary Pattern -- Implementation and Experimental Results -- Implementation -- Experimental Results -- Conclusions and Future Works -- References -- Personalized Voice Assignment Techniques for Synchronized Scenario Speech Output in Entertainment Systems -- Introduction -- Quick Post-recording Tool -- Designing the Timing Information of Post-recordings -- Automatic Post-processing -- Prototype of Post-recording Tool -- Evaluation of Post-recording Tool -- Selecting Similar Speakers -- Estimation Method -- Optimization of Weighting Coefficients -- Voice Morphing -- Two Speakers' Voice Morphing -- Multiple Speakers' Voice Morphing -- Voice Morphing for Generating Specific Speakers -- Implementation of Synchronized Speech Output -- Discussion and Conclusion -- References -- Instant Movie Casting with Personality: Dive into the Movie System -- Introduction -- Related Works -- Summary of FCS -- Up-to-Date DIM Movie -- Conclusions -- References -- A Realtime and Direct-Touch Interaction System for the 3D Cultural Artifact Exhibition -- Introduction -- Related Work -- Multisensory System of the Cultural Heritage -- Direct-Touchable Multisensory System -- Direct-Touchable Multisensory Exhibition System -- Direct-Touch Interaction for the Stereoscopic Vision -- Digital Archive -- Graphic Modeling -- Haptic Modeling -- Results -- Conclusion and Future Work -- References
Summary The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 47 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: VR in education, training and health; VR for culture and entertainment; virtual humans and avatars; developing virtual and mixed environments
Bibliography Includes bibliographical references and author index
Notes Print version record
Subject Virtual reality -- Congresses
Informatique.
Virtual reality
Genre/Form proceedings (reports)
Conference papers and proceedings
Conference papers and proceedings.
Actes de congrès.
Form Electronic book
Author Shumaker, Randall.
ISBN 9783642220241
364222024X