Interacting with Virtual Environments


Book Description

Bringing together some of the world's leading developers of interaction and image display methods, this volume gives a valuable insight into how the two methods are being synthesized in a mutually beneficial way. The emphasis is on practical state-of-the-art techniques that can be readily used in a wide variety of applications.




Researching Learning in Virtual Worlds


Book Description

Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.




Virtual Reality


Book Description

This book will introduce the history and development of human-computer interaction and Virtual Reality / Augmented Reality /Mixed Reality. I try to analyze three most representive technologies; ● Oculus Rift● Google Glass ● HoloLens. Based on these, i will discuss the advantages and disadvantages of those technologies. This book discusses how VR, AR and MR work, and provides reasoning why virtual reality and augmented reality will be the next stage of human-computer interaction and how much possibility there is that VR, AR and MR technologies will be the next stage of HCI.The book contains the following topics: ● 1 introduces the background of the book.● 2 describes the development of Human-Computer Interaction.● 3 introduces Virtual Reality and analyses some of the VR technologies, like Oculus Rift.● 4 introduces Augmented Reality and analyses Google Glass and HoloLens.● 5 is the Mixed Reality ● 6 Implementation Augmented Reality In Learning● 7 DIY Creating Augmented Reality With D'FUSION




Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments


Book Description

Here is the third of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, in July 2007, jointly with eight other thematically similar conferences. It covers multimodality and conversational dialogue; adaptive, intelligent and emotional user interfaces; gesture and eye gaze recognition; and interactive TV and media.




Online Worlds: Convergence of the Real and the Virtual


Book Description

William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.




Research Methods in Human-Computer Interaction


Book Description

Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods. Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University, the University of Washington, the University of Toronto, HiOA (Norway), KTH (Sweden), Tel Aviv University (Israel), and many others. Chapters cover a broad range of topics relevant to the collection and analysis of HCI data, going beyond experimental design and surveys, to cover ethnography, diaries, physiological measurements, case studies, crowdsourcing, and other essential elements in the well-informed HCI researcher's toolkit. Continual technological evolution has led to an explosion of new techniques and a need for this updated 2nd edition, to reflect the most recent research in the field and newer trends in research methodology. This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments. - Comprehensive and updated guide to the latest research methodologies and approaches, and now available in EPUB3 format (choose any of the ePub or Mobi formats after purchase of the eBook) - Expanded discussions of online datasets, crowdsourcing, statistical tests, coding qualitative data, laws and regulations relating to the use of human participants, and data collection via mobile devices and sensors - New material on performing research with children, older adults, and people with cognitive impairments, two new case studies from Google and Yahoo!, and techniques for expanding the influence of your research to reach non-researcher audiences, including software developers and policymakers




Perception and Machine Intelligence


Book Description

This book constitutes the proceedings of the First Indo-Japanese conference on Perception and Machine Intelligence, PerMIn 2012, held in Kolkata, India, in January 2012. The 41 papers, presented together with 1 keynote paper and 3 plenary papers, were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections named perception; human-computer interaction; e-nose and e-tongue; machine intelligence and application; image and video processing; and speech and signal processing.




Human-Computer Interaction. Interaction Design and Usability


Book Description

Here is the first of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, jointly with eight other thematically similar conferences. It covers interaction design: theoretical issues, methods, techniques and practice; usability and evaluation methods and tools; understanding users and contexts of use; and models and patterns in HCI.




New Trends in Interaction, Virtual Reality and Modeling


Book Description

The interaction between a user and a device forms the foundation of today’s application design. Covering the following topics: A suite of five structural principles helping designers to structure their mockups; An agile method for exploiting desktop eye tracker equipment in combination with mobile devices; An approach to explore large-scale collections based on classification systems; A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems; A low-cost virtual reality system that provides highly satisfying virtual experiences; Popular hardware and software tools and technologies for developing augmented and virtual reality applications; An implementation to handle connectivity between virtual reality applications and SensAble® Technology Phantom Haptic Devices; The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills; Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing; A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. New Trends in Interaction, Virtual Reality and Modeling collects the best research from Interacción 2012 and MexIHC 2012, and presents the state-of-the-art in human-computer interaction, user interfaces, user experience and virtual reality. Written by researchers from leading universities, research institutes and industry, this volume forms a valuable source of reference for researchers in HCI and VR.




Haptic Human-Computer Interaction


Book Description

Haptic human-computer interaction is interaction between a human computer user and the computer user interface based on the powerful human sense of touch. Haptic hardware has been discussed and exploited for some time, particularly in the context of computer games. However, so far, little attention has been paid to the general principles of haptic HCI and the systematic use of haptic devices for improving efficiency, effectiveness, and satisfaction in HCI. This book is the first one to focus on haptic human-computer interaction. It is based on a workshop held in Glasgow, UK, in August / September 2000. The 22 revised full papers presented were carefully reviewed and selected from 35 submissions. Besides a brief historic survey, the book offers topical sections on haptic interfaces for blind people, collaborative haptics, psychological issues and measurement, and applications of haptics.