: Guido Brunnett, Sabine Coquillart, Greg Welch
: Sabine Coquillart, Guido Brunnett, Greg Welch
: Virtual Realities Dagstuhl Seminar 2008
: Springer-Verlag
: 9783211991787
: 1
: CHF 135.40
:
: Anwendungs-Software
: English
: 251
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF

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'.

Preface6
Contents10
Contributors12
Chapter 1 Proposals for Future Virtual Environment Software Platforms15
1.1 The Problem15
1.2 Requirements and Constraints16
1.3 A Strawman with the Display-Loop Model19
1.4 Response of the Community21
1.4.1 Device Abstractions21
1.4.2 Time-Oriented Programming21
1.4.3 Modular Code and Frameworks22
1.4.4 Scripting Languages22
1.4.5 Object-Sharing and Distributed Programming22
1.5 Some Suggestions for System Builders23
1.5.1 Longer Term Goals24
1.6 Conclusions25
References25
Chapter 2 Augmented Reality 2.027
2.1 Introduction27
2.2 Related Work30
2.3 Augmented Reality for Social Networking32
2.4 Application Development and Authoring35
2.4.1 Application Data36
2.4.2 In-Situ Reconstruction and Authoring37
2.4.3 Client Application Development37
2.5 Case Studies39
2.5.1 Mobile AR Advertising39
2.5.2 Content Delivery41
2.5.3 Signpost42
2.6 Next Steps44
2.6.1 Localization and Registration44
2.6.2 AR 2.0 Application Development Areas46
2.6.3 User Evaluation46
2.7 Conclusions47
References48
Chapter 3 Experiential Fidelity: Leveraging the Mind to Improve the VR Experience52
3.1 The Quest52
3.2 Where Does the Magic Come From?55
3.2.1 Magic Moments55
3.2.2 Bringing Magic into Virtual Environments56
3.2.3 Providing Personal Value in Applications56
3.3 Factors Supporting the User Experience57
3.3.1 Priming57
3.3.1.1 Invitation58
3.3.1.2 Waiting Line58
3.3.1.3 Accidental Priming58
3.3.2 Transitions59
3.3.3 Real World Support and Re-Framing59
3.4 Crafting the Experience60
References61
Chapter 4 Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality?63
4.1 Introduction63
4.2 Deficiencies and Progress 65
4.2.1 Technology65
4.2.1.1 VR Displays66
4.2.1.2 AR Displays66
4.2.1.3 Tracking66
4.2.1.4 Mobile VR/AR67
4.2.2 Authoring68
4.2.3 Behavior and Simulation69
4.2.4 Standards70
4.2.5 Privacy72
4.3 Virtual Humans and Social Aspects72
4.3.1 Overview72
4.3.1.1 Inputs73
4.3.1.2 Cognition73
4.3.1.3 Output73
4.3.2 VR/AR Virtual Humans and Video Game Virtual Humans74
4.3.3 Current Technologies for VR/AR Virtual Humans74
4.3.3.1 Rendering and Animation75
4.3.3.2 Display75
4.3.3.3 Speech75
4.3.3.4 Input to the Virtual Humans76
4.3.3.5 Cognitive Processing76
4.3.4 Ongoing Research Areas77
4.3.4.1 Virtual Humans for Product Design77
4.3.4.2 Virtual Humans to Simulate Large-Scale Social Situations77
4.3.4.3 Virtual Humans that Simulate Interpersonal Social Situations77
4.4 Visions for VR/AR-Enhanced Gaming and Learning78
4.4.1 Example 1: Virtual Playing and Role Swapping79
4.4.2 Example 2: Virtual Humans and the Training of Health Professionals81
4.4.2.1 Frequency82
4.4.2.2 Standardization82
4.4.2.3 Diversity82
4.4.2.4 Feedback83
4.4.2.5 Abnormal Findings83
4.4.2.6 Resources83
4.4.3 Example 3: AR Gaming Environments in Urban Settings84
4.5 Conclusion85
References86
Chapter 5 [Virtual + 1] * Reality89
5.1 The Human, the Interface and the Virtual World89
5.1.1 Our Perception of the World90
5.1.2 The Programmed Virtual World91
5.1.3 The Interface as (Exclusive) Contact with the Virtual World91
5.1.4 The User Experience93
5.1.4.1 Our Mind: The Multidimensional Flexible Lens93
5.1.4.2 The Factors of Experience94
5.1.4.3 Authoring an Experience95
5.1.5 Perspectives for the User Experience95
5.2 The ChairIO: Navigation in Virtual Worlds96
5.2.1 The Navigation of Virtual Worlds with a Chair96
5.2.2 The Experience98
5.2.3 Usability99
5.2.4 Conclusion100
5.3 The GranulatSynthese: Modeling Space on an Interactive Table100
5.3.1 The Installation101