Dans le domaine de la réalité virtuelle, quelles que soient l'analyse et la réflexion sur le comportement humain, il faut pouvoir les transcrire, grâce aux outils mathématiques et informatiques, en programmes de simulation donnant l'illusion de percevoir et d'interagir avec un être humain. S'il est nécessaire de comprendre les comportements humains en vue de les modéliser, cet ouvrage n'est toutefois pas un livre du domaine des sciences humaines. Il s'adresse avant tout aux spécialistes en informatique et en sciences de l'ingénieur qui doivent travailler en collaboration étroite avec les chercheurs des sciences cognitives pour établir des modélisations réalistes et efficaces. Cet ouvrage fait partie de la troisième édition en 5 volumes plus complète et interdisciplinaire, du traité de la réalité virtuelle. Sous la direction de Philippe Fuchs et la coordination générale de Guillaume Moreau, il est rédigé par 101 auteurs, chercheurs ou professionnels francophones, spécialistes du domaine. Cette troisième édition du traité a déjà été composée de quatre volumes publiés en 2006. Ce cinquième volume " Les humains virtuels ", rédigé en 2008-2009 et coordonnée par Stéphane Donikian, complète cet ouvrage collectif.
Estimating and Choosing
Author: Georges Matheron
Publisher: Springer Science & Business Media
Ever since the beginning of modern probability theory in the seventeenth century there has been a continuous debate over the meaning and applicability of the concept of probability. This book presents a coherent and well thoughtout framework for the use of probabilistic models to describe unique phenomena in a purely objective way. Although Estimating and Choosing was written with geostatistical applications in mind, the approach is of general applicability across the whole spectrum of probabilistic modelling. The only full-fledged treatment of the foundations of practical probability modelling ever written, this book fills an important gap in the literature of probability and statistics.
A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the reader with the importance of the user’s needs and various aspects of the human computer interface (HCI). It further treats technical aspects of VR, hardware and software implementations, and details on the sensory and psycho-sensory interfaces. Providing various concepts and technologies, including mathematics and modelling techniques, it allows the reader to formalize, conceptualize and construct a virtual reality project from original thought to application. This book is intended for engineers, computer scientists and computer game developers working on various VR applications. It can further serve as an educational tool in Virtual Reality courses for senior graduate and postgraduate students.
This book constitutes the refereed post-conference proceedings of the Final Conference of the Marie Skłodowska-Curie Initial Training Network for Digital Cultural Heritage, held in Olimje, Slovenia, in May 2017. The 29 revised full papers included in this volume were carefully reviewed and selected from 198 submissions. They focus on interdisciplinary and multi-disciplinary research concerning cutting edge cultural heritage informatics, -physics, -chemistry and -engineering and the use of technology for the representation, documentation, archiving, protection, preservation and communication of cultural heritage knowledge.
The guru of virtual reality looks back at the unique experiences that formed his vision for the future of technology With a singular voice and perspective, Lanier who The New York Times calls "daringly original . . . a major wizard in the futurist circus. He is the father of virtual reality in the gaudy, reputation-burnishing way that Michael Jackson was the king of pop" considers the future of virtual technology in a book that blends memoir with ideas. He tells the wild story of his own relationship with technology by starting from the beginning. The son of Jewish immigrants and concentration camp survivors, raised in the UFO territory of New Mexico, he lost his mother at a young age and built a geodesic dome with his father in the desert. He worked as a goatherd and midwife, attended college before graduating high school, transferred to and failed out of a tony northeast liberal arts college, played music for money on the streets of New York, and eventually landed in Silicon Valley at the dawn of the first tech boom where he suddenly became rich. This crazy course to becoming a world renowned technology guru informs Lanier's optimism about virtual reality--the technology he has been immersed in from its very start. While he has been very critical of social media and other manifestations of technology, he believes that virtual reality can actually make our lives richer and fuller.Dawn of the New Everything is ultimately a look at what it means to be human in the dawn of unprecedented technological possibility.
Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. Handbook of Augmented Reality provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.
Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions world-wide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007 it created a virtual island or "sim" in SL called "Kamimo Education Island". The project generated a number of courses taught in Second Life, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned in that project and from other educational projects in SL. The book identifies the gaps in traditional forms of education. It provides a roadmap on issues of: instructional design, learner modelling, building simulations, exploring alternatives to design and integrating tools in education with other learning systems.
Author: Greg Kipper, Joseph Rampolla
With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers. Educates readers how best to use augmented reality regardless of industry Provides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods Includes actual examples and case studies from both private and government application
Designing Autonomous Agents provides a summary and overview of the radically different architectures that have been developed over the past few years for organizing robots. These architectures have led to major breakthroughs that promise to revolutionize the study of autonomous agents and perhaps artificial intelligence in general.The new architectures emphasize more direct coupling of sensing to action, distributedness and decentralization, dynamic interaction with the environment, and intrinsic mechanisms to cope with limited resources and incomplete knowledge. The research discussed here encompasses such important ideas as emergent functionality, task-level decomposition, and reasoning methods such as analogical representations and visual operations that make the task of perception more realistic.Pattie Maes is Research Associate at the Artificial Intelligence Laboratory of the University of Brussels and Visiting Faculty Member at the Artificial Intelligence Laboratory at MIT.Contents: A Biological Perspective on Autonomous Agent Design, Randall D. Beer, Hillel J. Chiel, Leon S. Sterling. Elephants Don't Play Chess, Rodney A. Brooks. What Are Plans For? Philip E. Agre and David Chapman. Action and Planning in Embedded Agents, Leslie Pack Kaelbling and Stanley J. Rosenschein. Situated Agents Can Have Goals, Pattie Maes. Exploiting Analogical Representations, Luc Steels. Internalized Plans: A Representation for Action Resources, David W. Payton. Integrating Behavioral, Perceptual, and World Knowledge in Reactive Navigation, Ronald C. Arkin. Symbol Grounding via a Hybrid Architecture in an Autonomous Assembly System, Chris Malcolm and Tim Smithers. Animal Behavior as a Paradigm for Developing Robot Autonomy, Tracy L. Anderson and Max Donath.
After We Collided
Author: Anna Todd
Publisher: Simon and Schuster
Book 2 of the After series—newly revised and expanded, Anna Todd's After fanfiction racked up one billion reads online and captivated readers across the globe. Experience the internet's most talked-about book for yourself from the writer Cosmopolitan called “the biggest literary phenomenon of her generation.” Tessa has everything to lose. Hardin has nothing to lose...except her. AFTER WE COLLIDED...Life will never be the same. #HESSA After a tumultuous beginning to their relationship, Tessa and Hardin were on the path to making things work. Tessa knew Hardin could be cruel, but when a bombshell revelation is dropped about the origins of their relationship—and Hardin’s mysterious past—Tessa is beside herself. Hardin will always be...Hardin. But is he really the deep, thoughtful guy Tessa fell madly in love with despite his angry exterior—or has he been a stranger all along? She wishes she could walk away. It’s just not that easy. Not with the memory of passionate nights spent in his arms. His electric touch. His hungry kisses. Still, Tessa’s not sure she can endure one more broken promise. She put so much on hold for Hardin—school, friends, her mom, a relationship with a guy who really loved her, and now possibly even a promising new career. She needs to move forward with her life. Hardin knows he made a mistake, possibly the biggest one of his life. He’s not going down without a fight. But can he change? Will he change...for love?
Kids can learn the art of redstone and become a master engineer with this guide, then put theory into practice to construct intricate contraptions in Minecraft. With insider info and tips from the experts at Mojang, this is the definitive guide to redstone in Minecraft. Full color.
This book constitutes the refereed proceedings of the 6th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2008, held in Madrid, Spain, in June 2008. The 119 revised full papers presented were carefully reviewed and selected from 150 submissions. The papers are organized in topical sections on control and technology, haptic perception and psychophysics, haptic devices, haptics rendering and display, multimodal interaction and telepresence, as well as haptic applications.
Author: Serge Jaumain
Publisher: Racine Lannoo
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I2 model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
The VR Book
Author: Jason Jerald
Publisher: Morgan & Claypool
Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.