Virtual Realities

Dagstuhl Seminar 2008

Nonfiction, Computers, Application Software, Multimedia, Computer Graphics, General Computing
Cover of the book Virtual Realities by , Springer Vienna
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Author: ISBN: 9783211991787
Publisher: Springer Vienna Publication: November 26, 2010
Imprint: Springer Language: English
Author:
ISBN: 9783211991787
Publisher: Springer Vienna
Publication: November 26, 2010
Imprint: Springer
Language: English

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".

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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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