Pictorial Communication In Real And Virtual Environments


Book Description

Advances in the quality and accessibility of computer graphics has provided new pictorial displays and the tools with which to control them. These new display technologies have focused interest on how to design the static and dynamic images they produce to ensure effective communication. This book, based on the conference on Spatial Displays and Sp




Pictorial Communication In Real And Virtual Environments


Book Description

Advances in the quality and accessibility of computer graphics has provided new pictorial displays and the tools with which to control them. These new display technologies have focused interest on how to design the static and dynamic images they produce to ensure effective communication. This book, based on the conference on Spatial Displays and Spatial instruments held at the Asilomar Conference Centre in 1987, focuses on the geometry of this communication. It is intended to be a source book of theoretical analysis, experimental demonstrations and practical examples from a range of contributors interested in pictorial communication, from medical artists to astronauts. The book offers the theoretical background and practical guidance needed by designers of contemporary 2D and 3D graphical computer interfaces. Its major contribution lies in its outlining of the elements of human perception and motor control which underlie the geometric design of head-mounted graphics for virtual reality displays.




Communication in the Age of Virtual Reality


Book Description

This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?










Handbook of Research on Educational Communications and Technology


Book Description

This edition of this handbook updates and expands its review of the research, theory, issues and methodology that constitute the field of educational communications and technology. Organized into seven sectors, it profiles and integrates the following elements of this rapidly changing field.




Neuroergonomics


Book Description

Neuroergnomics can be defined as the study of brain and behavior at work. It combines two disciplines -- neuroscience, the study of brain function, and human factors, the study of how to match technology with the capabilities and limitations of people so they can work effectively and safely. The goal of merging these two fields is to use the startling discoveries of human brain and physiological functioning both to inform the design of technologies in the workplace and home, and to provide new training methods that enhance performance, expand capabilites, and optimize the fit between people and technology. Research in the area of neuroergonomics has blossomed in recent years with the emergence of noninvasive techniques for monitoring human brain function that can be used to study various aspects of human behavior in relation to technology and work, including mental workload, visual attention, working memory, motor control, human-automation interaction, and adaptive automation. The proposed volume will provide the first systematic overview of this emerging area, describing the theoretical background, basic research, major methods, as well as the new and future areas of application. This collection will benefit a number of readers: the experienced researcher investigating related questions in human facotrs and cognitive neuroscience, the student wishing to get a rapid but systematic overview of the field, and the designer interested in novel approaches and new ideas for application. Researchers in human factors and ergonomics, neuroscience, cognitive psychology, medicine, industrial engineering, and computer science will find this volume useful.







Handbook of Virtual Environments


Book Description

A Complete Toolbox of Theories and TechniquesThe second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the




The Oxford Handbook of Virtuality


Book Description

The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.