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Tabla de Contenidos:
  • Intro
  • VIRTUAL REALITY
  • VIRTUAL REALITY
  • CONTENTS
  • PREFACE
  • Chapter 1 SECOND LIFE AS EDUCATIONAL SPACE FOR THE SIMULATION OF ENTERPRISES' START UP AND FOR MANAGERIAL CULTURE DEVELOPMENT
  • ABSTRACT
  • 1. INTRODUCTION
  • 2. THEORETICAL BACKGROUND ON SECOND LIFE AS EDUCATIONAL SPACE
  • 3. THE METHODOLOGICAL FRAMEWORK
  • 4. THE ENTERPRISE SIMULATION METHODOLOGY APPLIED IN BOLOGNA UNIVERSITY LABORATORY
  • 5. THE ENTERPRISE SIMULATION IN REAL ENVIRONMENT: THE CASE KK PERSONAL ROBE
  • 6. THE ENTERPRISE SIMULATION IN SECOND LIFE: THE CASE NEW FASHION PERSPECTIVES
  • 7. THE RESEARCH RESULTS
  • CONCLUSION
  • REFERENCES
  • Chapter 2 AN INTUITIVE 3D INTERFACE INFRASTRUCTURE FOR VIRTUAL REALITY APPLICATIONS
  • ABSTRACT
  • 1. INTRODUCTION
  • 1.1. The Virtual Reality Application Interfaces
  • 1.2. The Current Trend of Interface Development
  • 1.2.1. The 2D Multi-Touch Technology
  • 1.2.2. Body Motion Control in Gaming Industry
  • 1.3. The CAVE System and Intuitive Interface
  • 1.3.1. The CAVE System
  • 1.3.2. Major Challenges
  • 2. LITERATURE REVIEW
  • 2.1. Device-Based Interfaces
  • 2.1.1. 3D mouse
  • 2.1.2. Traditional Generic Devices
  • 2.1.3. Customized Devices
  • 2.1.4. Data-Gloves
  • 2.2. Gesture-Based Interfaces
  • 2.2.1. Visual Recognition
  • 2.2.2. Marker System
  • 2.3. Biological Tracking Systems
  • 3. DESIGN AND IMPLEMENTATION
  • 3.1. Control Model Design
  • 3.1.1. From 2D Multi-Touch to 3D Hand Input
  • 3.1.2. From 3D Hand Input to Intelligent Interface
  • 3.2. Hardware Implementation
  • 3.2.1. IR Motion Capture System
  • 3.2.2. The imseCAVE
  • 3.2.3. Calibration of IR Motion Tracking System in Imsecave
  • 3.2.4. Hand-Input Model Implementation
  • 3.2.5. Implementation of a Hand Tracking Framework in Virtools
  • 3.3. Limitations of the Tracking System.
  • 4. CASE STUDY
  • A CAVE-BASED VR FORKLIFT TRUCK SIMULATION SYSTEM FOR SAFETY ENHANCEMENT
  • 4.1. Background
  • 4.2. Enhanced Head Tracking
  • 4.3. Intuitive Menu Operation
  • 4.4. Implementation Results
  • CONCLUSION AND FUTURE WORK
  • REFERENCE
  • Chapter 3 REVERSE ENGINEERING TOOLS IN AUGMENTED REALITY TO SUPPORT ACQUISITION, PROCESSING AND INTERACTIVE STUDY OF CULTURAL AND ARCHAEOLOGICAL HERITAGE
  • ABSTRACT
  • 1. INTRODUCTION
  • 2. HARDWARE AND SOFTWARE SETUP
  • 2.1. Collimation between Measurement and Visualization
  • 3. INTERACTIVE STUDY OF REAL OBJECTS
  • 3.1. Brief Recalls on Curves and Surfaces Representation
  • 3.2. Acquisition of Curves and Surfaces of Archeological Fragment
  • 3.3. Geometrical Analysis of Fragments
  • 3.3.1. Study of Revolved Surfaces
  • 3.3.2. Matching of Profiles
  • 3.3.3. Profile Recognition and DatabaseComparison
  • 4. INTERACTIVE MANIPULATION OF VIRTUALOBJECTS
  • 4.1. Adding Virtual Entities
  • 4.2. Scaling and Magnifying Virtual Objects
  • 4.3. Interactive Live Sectioning of Virtual Objects
  • 4.4. Free Moving and Rotating of Virtual Objects
  • 4.5. Functional Constraints and Moving Partially Constrained Objects
  • CONCLUSION
  • REFERENCES
  • Chapter 4 PRESENCE IN VIRTUAL REALITY: IMPORTANCE AND METHODS TO INCREASE IT
  • ABSTRACT
  • PRESENCE
  • IMPORTANCE OF PRESENCE
  • FACTORS INFLUENCING PRESENCE
  • User Variables
  • Level of Anxiety
  • Sensory Processing
  • Interaction Variables
  • Degree of Relevance/Meaning
  • SUMMARY
  • REFERENCES
  • Chapter 5 VIRTUAL REALITY IN TEXTILE FIELD
  • ABSTRACT
  • INTRODUCTION
  • VIRTUAL REALITY
  • BASIC OF TEXTILES
  • Simple Theory
  • Fabrics Classification
  • Real Textiles
  • APPLICATION OF VIRTUAL REALITY IN TEXTILES
  • Realized Systems
  • Simple Application
  • Commercial Systems
  • TEXTILE COMPOSITES
  • Composite Volume Structure
  • Voids in Composite
  • CONCLUSION.
  • ACKNOWLEDGEMENT
  • REFERENCES
  • Chapter 6 VIRTUAL REALITY AS A TOOL FOR MACHINING-PROCESSES SIMULATION AND EVALUATION
  • ABSTRACT
  • 1. INTRODUCTION
  • 2. VIRTUAL ENVIRONMENT SYSTEMS FOR MACHINING PROCESSES SIMULATION
  • 3. METHODOLOGY FOR THE DEVELOPMENT OF A VIRTUAL ENVIRONMENT FOR 3 AXIS MILLING PROCESS SIMULATION
  • 3.1. Cutter Path Determination
  • 3.2. Three Dimensional Geometrical Models
  • 3.3. Workpiece Material Removal Simulation
  • 3.4. Quantitative Data Parameters Determination in Machining Processes
  • 4. THE PROPOSED VIRTUAL MACHINING PROCESS SIMULATION SYSTEM
  • 5. VERIFICATION OF THE DEVELOPED MODEL FOR MACHINING PROCESSES QUANTITATIVE DATA CALCULATION
  • CONCLUSIONS
  • ACKNOWLEDGMENT
  • REFERENCES
  • Chapter 7 VIRTUAL REALITY AS A TOOL TO IMPROVE THE QUALITY OF LIFE OF PEOPLE WITH AUTISM AND LEARNING DIFFICULTIES
  • ABSTRACT
  • INTRODUCTION
  • AUTISM AND LEARNING DIFFICULTIES
  • BACKGROUND
  • ADVANTAGES OF VR TOOLS FOR PEOPLE WITH AUTISM AND LEARNING DIFFICULTIES
  • Environment Understanding
  • From Literality to Symbolism
  • Social Abilities
  • DESCRIPTION OF VIRTUAL REALITY APPLICATIONS
  • Virtual Supermarket
  • Virtual School
  • DEVELOPMENT
  • EXPERIMENTAL ASSESSMENT
  • SOME RESULTS
  • CONCLUSION
  • ACKNOWLEDGMENTS
  • REFERENCES
  • INDEX
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