Virtual Environments and Advanced Interface Design

This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reader to the subject by defining basic terms, identifying key components of the virtual environment, and reviewing the origins and elements of virtual environments. The second part focuses of current technologies used to present visual, auditory, tactile, and kinesthetic information. The book concludes with an in-depth analysis of how environments and human perception are integrated to create effective virtual systems. Comprehensive and splendidly written, Virtual Environments and Advanced Interface Design will be the "bible" on the subject for years to come. Students and researchers in computer science, psychology, and cognitive science will all want to have a copy on their shelves.

2016 ◽  
Vol 71 (9) ◽  
pp. 869-872
Author(s):  
Adrian Sfarti

AbstractWe investigate the reflection of massive particles from moving mirrors. The adoption of the formalism based on the energy-momentum allowed us to derive the most general set of formulas, valid for massive and, in the limit, also for massless particles. We show that the momentum change of the reflecting particle always lies along the normal to the mirror, independent of the mirror speed. The subject is interesting not only to physicists designing concentrators for fascicles of massive particles and electron microscopes but also to computer scientists working in raytracing operating in the photon sector. The paper, far from being only theoretical, has profound and novel practical applications in both domains of engineering design and computer science.


1993 ◽  
Vol 2 (2) ◽  
pp. 153-161 ◽  
Author(s):  
Valerie E. Stone

Like most new technologies, virtual reality (VR) has been the subject of a great deal of idealization. This paper both debunks that idealization by discussing some problems that certain types of VR could cause and emphasizes how other types of VR could bring the technology closer to its ideal. Virtual reality is divided into four types: social (there are real other people to interact with), nonsocial (other interactants are simulations of people), creative (users can create elements in the virtual environment), and noncreative (users interact with a fixed environment created for them). Nonsocial VR may cause problems by making it difficult for children and adolescents to learn social skills. Noncreative VR is problematic because it places limits on users' creativity and freedom. Engineers developing VR technology are encouraged to develop social and creative VR.


1997 ◽  
Vol 6 (1) ◽  
pp. 127-132 ◽  
Author(s):  
Max M. North ◽  
Sarah M. North ◽  
Joseph R. Coble

Current computer and display technology allows the creation of virtual environment scenes that can be utilized for treating a variety of psychological disorders. This case study demonstrates the effectiveness of virtual environment desensitization (VED) in the treatment of a subject who suffered from fear of flying, a disorder that affects a large number of people. The subject, accompanied by a virtual therapist, was placed in the cockpit of a virtual helicopter and flown over a simulated city for five sessions. The VED treatment resulted in both a significant reduction of anxiety symptoms and the ability to face the phobic situations in the real world.


2008 ◽  
pp. 266-284
Author(s):  
Renata Piazzalunga ◽  
Saulo Faria Almeida Barretto

In this chapter we will discuss some fundamental questions concerning creation and development of interfaces searching for the best way to promote interaction between the subject and information/interface. It starts from the fact that the fundamental and most revolutionary aspect introduced by the Internet is based on its sophisticated technological mechanisms that enhance substantially the concepts of space, time, perception, representation, limits, distance, presence, etc. Our everyday practices gain access to a new realm, cyberspace, which enables us to embrace multiple experiences where we exist in the propagation of our “Id.” This condition represents a huge challenge, for example, the necessity to (re)design the image we have from the world in its physical and virtual spaces. We discuss the imagined trends related to the conception and development of virtual environments, addressing the issue of virtual environments in three levels of complexity: realized spaces, possible spaces and imagined spaces.


1995 ◽  
Vol 4 (4) ◽  
pp. 417-430
Author(s):  
Martin R. Stytz ◽  
Philip Amburn ◽  
Patricia K. Lawlis ◽  
Keith Shomper

The Air Force Institute of Technology Virtual Environments, 3-D Medical Imaging, and Computer Graphics Laboratory is investigating the 3-D computer graphics, user-interface design, networking protocol, and software architecture aspects of distributed virtual environments. In this paper we describe the research projects that are underway in the laboratory. These projects include the development of an aircraft simulator for a distributed virtual environment, projects for observing, analyzing, and understanding virtual environments, a space virtual environment, a project that incorporates “live” aircraft range data into a distributed virtual environment, a virtual environment application framework, and a project for use in a hospital emergency department. We also discuss the research equipment infrastructure in the laboratory, recent publications, and the educational services we provide.


Author(s):  
Dave Miller

The importance of understanding the repercussions of effective user interface (UI) design is critical for future Computer Science (CS) professionals, given the ubiquity of interfaces on computer devices. Through a paper prototyping activity, this article explains how to teach rapidly and successfully CS students about "fit," a Human-Computer Interaction (HCI) concept. Despite its simplicity, the concept of "fit" can be difficult to grasp without much practice. In practice, designing "fit" into UIs can be prohibitively expensive because workable prototypes are generally beyond the technical capabilities of students. As a result, we illustrate how to use paper prototyping to demonstrate "fit" in a hands-on class exercise based on active learning concepts. To guide students through the process of "fit" in UI design, we provide extensive step-by-step directions for planning, setting up, and presenting the exercise. Students will be better equipped to apply both theoretical and practical applications of "fit" in UI design and execution as a result of this assignment; this exercise can be used in any course that covers user interface design, such as concepts of human-computer interaction, systems analysis and design, software engineering, and project management.


Author(s):  
Renata Piazzalunga ◽  
Saulo Faria Almeida Barretto

In this chapter we will discuss some fundamental questions concerning creation and development of interfaces searching for the best way to promote interaction between the subject and information/interface. It starts from the fact that the fundamental and most revolutionary aspect introduced by the Internet is based on its sophisticated technological mechanisms that enhance substantially the concepts of space, time, perception, representation, limits, distance, presence, etc. Our everyday practices gain access to a new realm, cyberspace, which enables us to embrace multiple experiences where we exist in the propagation of our “Id.” This condition represents a huge challenge, for example, the necessity to (re)design the image we have from the world in its physical and virtual spaces. We discuss the imagined trends related to the conception and development of virtual environments, addressing the issue of virtual environments in three levels of complexity: realized spaces, possible spaces and imagined spaces.


2018 ◽  
Author(s):  
Antoine Taly ◽  
Francesco Nitti ◽  
Marc Baaden ◽  
samuela pasquali

<div>We present here an interdisciplinary workshop on the subject of biomolecules offered to undergraduate and high-school students with the aim of boosting their interest toward all areas of science contributing to the study of life. The workshop involves Mathematics, Physics, Chemistry, Computer Science and Biology. Based on our own areas of research, molecular modeling is chosen as central axis as it involves all disciplines. In order to provide a strong biological motivation for the study of the dynamics of biomolecules, the theme of the workshop is the origin of life. </div><div>All sessions are built around active pedagogies, including games, and a final poster presentation.</div>


Author(s):  
Anany Levitin ◽  
Maria Levitin

While many think of algorithms as specific to computer science, at its core algorithmic thinking is defined by the use of analytical logic to solve problems. This logic extends far beyond the realm of computer science and into the wide and entertaining world of puzzles. In Algorithmic Puzzles, Anany and Maria Levitin use many classic brainteasers as well as newer examples from job interviews with major corporations to show readers how to apply analytical thinking to solve puzzles requiring well-defined procedures. The book's unique collection of puzzles is supplemented with carefully developed tutorials on algorithm design strategies and analysis techniques intended to walk the reader step-by-step through the various approaches to algorithmic problem solving. Mastery of these strategies--exhaustive search, backtracking, and divide-and-conquer, among others--will aid the reader in solving not only the puzzles contained in this book, but also others encountered in interviews, puzzle collections, and throughout everyday life. Each of the 150 puzzles contains hints and solutions, along with commentary on the puzzle's origins and solution methods. The only book of its kind, Algorithmic Puzzles houses puzzles for all skill levels. Readers with only middle school mathematics will develop their algorithmic problem-solving skills through puzzles at the elementary level, while seasoned puzzle solvers will enjoy the challenge of thinking through more difficult puzzles.


Author(s):  
Hiroaki Nishino ◽  
Ryotaro Goto ◽  
Yuki Fukakusa ◽  
Jiaqing Lin ◽  
Tsuneo Kagawa ◽  
...  

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