Author: Neil A. Gershenfeld
Release Date: 2017
Genre: BUSINESS & ECONOMICS
That's the promise, and peril, of the third digital revolution, where anyone will be able to make (almost) anything Two digital revolutions--computing and communication--have radically transformed our economy and lives. A third digital revolution is here: fabrication. Today's 3D printers are only the start of a trend, accelerating exponentially, to turn data into objects: Neil Gershenfeld and his collaborators ultimately aim to create a universal replicator straight out of Star Trek. While digital fabrication promises us self-sufficient cities and the ability to make (almost) anything, it could also lead to massive inequality. The first two digital revolutions caught most of the world flat-footed, thanks to Designing Reality that won't be true this time.
Author: Gerard Kim
Publisher: Springer Science & Business Media
Release Date: 2007-01-04
Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting. This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided. Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.
The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 39 papers included in this volume are organized in the following topical sections: interaction devices, displays and techniques in VAMR; designing virtual and augmented environments; avatars and virtual characters; developing virtual and augmented environments.
Part I asks: Is evolving Nature all there is – self-generated, self-sustaining, self-contained? Are human beings, as the topmost outgrowth of Nature, responsible to none other but themselves? That is the stance of naturalist and atheist Richard Dawkins. Or is evolving reality derived from, and dependent on, a transcendent Source and Destiny, to whom humans are accountable and whose benevolence reaches out to humans as persons because humans are persons? That is the conviction of the Christian faith. Part II shows that Dawkins’ interpretation of religion is deficient even in evolutionary terms and lacks the objectivity and impartiality of genuine science.
Author: James D. Westwood
Publisher: IOS Press
Release Date: 2007-01-01
Our culture is obsessed with design. Sometimes designers can fuse utility and fantasy to make the mundane apper fresh- a cosmetic repackaging of the same old thing. Because of this, medicine- grounded in the unforgiving realities of the sscientific method and peer review, and of flesh, blood, and pain- can sometimes cofuse "design" with mere 'prettifying." Design solves real problems, however. This collection of papers underwrites the importance of design for the MMVR community, within three different environments: in vivo, in vitro and in silico. in vivo: we design machines to explore our living bodies. Imaging devices, robots, and sensors move constantly inward, operating within smaller dimensions: system, organ, cell, DNA. in vitro: Using test tubes and Petri dishes, we isolate in vivo to better manipulate and measure biological conditions and reactions. in silico: We step out of the controlled in vitro environment and into a virtual reality. The silica mini-worlds of test tubes and Petri dishes are translated into mini-worlds contained within silicon chips. The future of medicine remains within all three environments: in vivo, in vitro, and in silico. Design is what makes these pieces fit together-the biological, the informational, the physical/material-into something new and more useful.
Author: Haller, Michael
Publisher: IGI Global
Release Date: 2006-11-30
"This book provides a good grounding of the main concepts and terminology for Augmented Reality (AR), with an emphasis on practical AR techniques (from tracking-algorithms to design principles for AR interfaces). The targeted audience is computer-literate readers who wish to gain an initial understanding of this exciting and emerging technology"--Provided by publisher.
This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement. To download images and figures free of charge that enhance and clarify materials discussed in chapters 1-7 go to http://www.co.umist.ac.uk/centreULhci/MMVRbook.htm
Author: Xiangyu Wang
Publisher: Springer Science & Business Media
Release Date: 2008-12-21
Mixed Reality is moving out of the research-labs into our daily lives. It plays an increasing role in architecture, design and construction. The combination of digital content with reality creates an exciting synergy that sets out to enhance engagement within architectural design and construction. State-of-the-art research projects on theories and applications within Mixed Reality are presented by leading researchers covering topics in architecture, design collaboration, construction and education. They discuss current projects and offer insight into the next wave of Mixed Reality possibilities.
If you could converse with a wise spirit entity and ask any question you wished, what would you ask? "Bending Reality: The Book" traces a path that explores methods for dealing with life's everyday stresses and challenges and ways for expanding perception. By conversing with Sir Garrod, a spirit entity channeled through author Bernice Kelman, we can discover that we are much more than we thought we were and that reality is far greater than we have ever imagined. Everything that can be learned from him can be applied in very practical ways by learning how to find and use the energy of unconditional love to lead a more meaningful life. The spirit entity can provide guidance on a wide variety of questions, ranging from "How can I deal with my spouse, my boss, my mother-in-law?" to "Who was I in another life?" or "What happens when we die?" Sir Garrod explores the responses to these and other questions. He cautions, "Believe nothing, including what I tell you." "Bending Reality: The Book" provides the opportunity to test the spirit entity's ideas and suggestions and to see how they work for you.
Author: Edward Shaw
Publisher: Human Resource Development Press
Release Date: 1997-01-01
Genre: Business & Economics
Why do so many corporate training programs today fail? Because they are not reality-based -- they haven't been designed to deal with the realities of how adults learn in the workplace, the realities of what training can (and can't) accomplish, and the realities of the harm in delivering non-reality-based training. This book provides a template for designing reality-based training that can ensure the success and effectiveness of every training effort. Written in a highly personal and anecdotal style, and copiously illustrated with first-hand examples from the author's more than three decades of experience in the training profession, this book lays out, chapter by chapter, a detailed formula for writing, producing, and delivering training that works.
Author: Daniela Bertol
Publisher: John Wiley & Sons
Release Date: 1996-12-20
The Complete Guide to Virtual Reality in Architecture andDesign The first in-depth book on virtual reality (VR) aimed specificallyat architecture and design professionals, Designing Digital Spacesteers you skillfully through the learning curve of this excitingnew technology. Beginning with a historical overview of theevolution of architectural representations, this unique resourceexplains what VR is, how it is being applied today, and how itpromises to revolutionize not only the design process, but the formand function of the built environment itself. Vividly illustratinghow VR fits alongside traditional methods of architecturalrepresentation, this comprehensive guide prepares you to makeoptimum practical use of this powerful interactive tool, andembrace the new role of the architect in a virtually designedworld. Offers in-depth coverage of the virtual universe--datarepresentation and information management, static and dynamicworlds, tracking and visual display systems, control devices, andmore. Examines a wide range of current VR architectural applications,from walkthroughs, simulations, and evaluations to reconstructionsand networked environments Includes insightful essays by leading VR developers covering someof today's most innovative projects Integrates VR into the historical framework of architecturaldevelopment, with detailed sections on the past, present, andfuture Features a dazzling array of virtual world images and sequentialdisplays Explores the potential impact of digital architecture on the builtenvironment of the future
Author: David R. Austin
Publisher: Sagamore Publishing
Release Date: 2004
Genre: Social Science
This book presents the most current and complete information available in a text on the practice of therapeutic recreation. It offers students a valuable learning resource and provides clinicians with a classic reference. The author combines knowledge from the behavioural sciences, psychiatry, education, nursing, and counselling with the knowledge from therapeutic recreation. This broad-based foundation provides a scholarly basis for clinical practice in therapeutic recreation.