Showing posts with label Virtual. Show all posts
Showing posts with label Virtual. Show all posts

Virtual Clothing

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Virtual Clothing Overview


In an accessible style that will appeal to the professional, student and laymen, the authors explain the methods for creating and simulating clothes for virtual humans. Using numerous detailed illustrations, colourful images, and step-by-step analysis they map out the terrain of this exciting and cutting-edge discipline.
Starting with the beginnings in the mid 1980s and the basic foundations from the field of mechanics, the reader is gradually introduced to the subject. The text draws on a number of related fields such as computer graphics, algorithmics, computational geometry, simulation, modeling, animation, visualization, and virtual reality. The MIRACloth system, developed by the authors, is used as a case study for the results and techniques discussed. The book comes with a CD-ROM featuring dynamic demonstrations of 3D clothes and fashion shows. This is an indispensable text for anybody who wants an intelligent and readable book on virtual clothing.


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Computer-Based Electronic Measurement: An Introductory Electronics Laboratory Workbook Based on Labview and Virtual Bench

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Computer-Based Electronic Measurement: An Introductory Electronics Laboratory Workbook Based on Labview and Virtual Bench Overview


Introductory electronics laboratory workbook based on LabView and Virtual Bench. Designed to be used in a DAQ-based undergraduate lab course. Softcover. DLC: Electronic measurements--Computer stimulation


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Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds

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I found this simply because I wasn't too thrill with Dr. Bartle -- I bought this of comtempt for him.

Dr. Bartle's rhetoric's is now a toy. With this book you won't be buying anything beside the theoretical -- all sun-dried theorems and concepts, the whole thing! Its as if some of Barchlard's phenomenology have taken to Ontological levels -- looks like something smart enough for Bachlard could dreamed up if he is alive.

Fortunately bartle's physics (example: mechanics involving exocontainers and game world objects) looks like a toy when compare to this incredible interdisiplinary reseach spinoff. Every aspect of a handful of related soft sciences are supremely organized into this trilogies which can read like the white paper of virtual ontology -- the ontology of virtual existence.

Simply, put this must have been the most articulate work on ontology of virtual interactions, simply the greatest ever written.

If you would rather not read Dr. Bartle, you don't really have to. 0% temporial non-sense, 98% Timeless maters. Nothing but praises for such a book.




Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds Overview


Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds answers the basic research questions involved in the development of user-friendly interfaces, such as: * How does one navigate in and with a virtual inhabited three-dimensional world? * How can the virtual world and the interface be part of the same world? * How can the use of these interfaces be supported by implicit narrative structures? * How can the autonomous agents function as assistants to the end-user? * How can the current--what you see is what you get--be replaced by What you want is what you get:? Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the core activity of interfaces: interaction. It takes the reader all the way from general theories and conceptualizations of interaction aspects of virtual inhabited 3D worlds, through theories of and methods for the design of autonomous agents, ending in specific design methodology considerations and suggestions for management in the multimedia industry.


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MCSE: Windows 2000 Core Requirements Virtual Lab

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I really liked this product. I couldn't and wouldn't set up a whole network of systems at home to work on, and had no option but to use a simulation. This seems to be the only one on the market, and I think it's good. It was enough for me to pass the exams I've tried so far (professional and server.) I think I know Windows 2000 pretty well. I would like to have had the opportunity to use if for some electives, as well, but I guess maybe that's another product they'll come out with.




MCSE: Windows 2000 Core Requirements Virtual Lab Overview


--This Virtual Lab simulates Windows 2000 enterprise-scale network functionality not available with evaluation or demo software.
--It also includes dozens of hands-on labs for each of the four core Windows 2000 exams.
--A Perfect companion to Sybex's best-selling MCSE: Windows 2000 Core Requirements study guides or any other Windows 2000 MCSE study program.
--Get all the benefits of a classroom lab experience without draining your bank account. And best of all, it's completely portable!


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*** Product Information and Prices Stored: Oct 09, 2010 17:20:05

The Virtual Dimension: Architecture, Representation, and Crash Culture

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It is hard to find books on architecture and information technology which do not read like a manifesto. Indeed the strength of John Beckmann's "The Virtual Dimension" can be found in its inclusive and at times playfully eclectic scope. Rarely do editors working in this genre assemble into one volume such a conflicting cast of theorists, writers, artists and architects. Featured in a collection of 26 essays are authors as diverse as Paul Virilio, Stahl Stenslie, Mark C. Taylor, Stan Allen, Gareth Branwyn, Stelarc, Bernard Cache and many more. Aside from the sometimes bizarre prophesies of writers like Hans Moravec the essays in this book generally form a balanced survey of the many important issues facing our digital age. For anyone interested in computers, architecture theory, electronic art or the problematic relationship between cyberspace and the physical world Mr. Beckmann's profusely illustrated book is a virtual necessity. >>




The Virtual Dimension: Architecture, Representation, and Crash Culture Overview


In a century immersed in technological acceleration, we have reached a strange new plateau in the human condition. Advanced technologies such as biometrics and DNA cloning have not only caught up with reality, they have in many ways already surpassed it. The Virtual Dimension critically examines the role that digital and immersive technologies have on the methods used by architects, designers, and artists to conceptualize and represent new mediated spaces, topologies, and both real and virtual communities. This collection of interdisciplinary essays addresses the implications of "going virtual" from a variety of cultural and theoretical >viewpoints. Over thirty contributors, all leading architects, urban theorists, philosophers, scientists, and cultural critics, have contributed to this collection. These include Stan Allen, professor of architecture at Columbia University; Gareth Branwyn, contributing editor of Wired and co-author of The Happy Mutant Handbook and Jamming the Media: A Citizen's Guide; Canadian artist Char Davies; Manuel Delanda, author of War in the Age of Intelligent Machines; William J. Mitchell, author of City of Bits; Michael Heim, author of The Metaphysics of Virtual Reality, Vivian Sobchack, associate dean of film studies at UCLA; and philosopher and author Paul Virilio. The breadth and size of this collection will make it the most important reader on the subject, of interest to anyone excited by the possibilities of electronic communication.


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Virtual Reality: Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings (Lecture ... Applications, incl. Internet/Web, and HCI)

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Virtual Reality: Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings (Lecture ... Applications, incl. Internet/Web, and HCI) Overview


This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China in July 2007 in the framework of the 12th International Conference on Human-Computer Interaction, HCII 2007 with 8 other thematically similar conferences.

The 81 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of Virtual Reality, addressing the following major topics: 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.




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Virtual Reality Madness and More/Book and 2 Cd's

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Virtual Reality Madness and More/Book and 2 Cd's Overview


With two software-packed CD-ROMs, Virtual Reality Madness! provides everything you need to explore the world of Virtual Reality. The book/CD-ROM package covers the entire area of artificial reality, including 3D imaging and rendering, games, modeling, etc. The two CDs offer over 1.3 gigabytes of software, including full retail versions of Virtual Reality Studio, VistaPro, and Virtus Walkthrough.


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*** Product Information and Prices Stored: Jun 28, 2010 09:50:07