Conferences related to Virtual Reality

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2014 IEEE 23rd International Symposium on Industrial Electronics (ISIE)

Control Systems & ApplicationsPower ElectronicsSignal Processing & Computational IntelligenceRobotics & MechatronicsSensors, Actuators & System IntegrationElectrical Machines & DrivesFactory Automation & Industrial InformaticsEmerging Technologies

  • 2012 IEEE 21st International Symposium on Industrial Electronics (ISIE)

    IEEE-ISIE is the largest summer conference of the IEEE Industrial Electronics Society, which is an international forum for presentation and discussion of the state of art in Industrial Electronics and related areas.

  • 2011 IEEE 20th International Symposium on Industrial Electronics (ISIE)

    Industrial electronics, power electronics, power converters, electrical machines and drives, signal processing, computational intelligence, mechatronics, robotics, telecommuniction, power systems, renewable energy, factory automation, industrial informatics.

  • 2010 IEEE International Symposium on Industrial Electronics (ISIE 2010)

    Application of electronics and electrical sciences for the enhancement of industrial and manufacturing processes. Latest developments in intelligent and computer control systems, robotics, factory communications and automation, flexible manufacturing, data acquisition and signal processing, vision systems, and power electronics.

  • 2009 IEEE International Symposium on Industrial Electronics (ISIE 2009)

    The purpose of the IEEE international conference is to provide a forum for presentation and discussion of the state-of art of Industrial Electronics and related areas.


2014 IEEE International Conference on Systems, Man and Cybernetics - SMC

SMC2014 targets advances in Systems Science and Engineering, Human-Machine Systems, and Cybernetics involving state-of-art technologies interacting with humans to provide an enriching experience and thereby improving the quality of lives including theories, methodologies, and emerging applications.

  • 2013 IEEE International Conference on Systems, Man and Cybernetics - SMC

    SMC 2013 targets advances in Systems Science and Engineering Human-machine Systems and Cybernetics involving state-of-the-art technologies interacting with humans to provide an enriching experience and thereby improving the quality of lives including theories, methodologies and emerging applications.

  • 2012 IEEE International Conference on Systems, Man and Cybernetics - SMC

    Theory, research and technology advances including applications in all aspects of systems science and engineering, human machine systems, and emerging cybernetics.

  • 2011 IEEE International Conference on Systems, Man and Cybernetics - SMC

    Theory, research, and technology advances including applications in all aspects of systems science and engineering, human machine systems, and emerging cybernetics.

  • 2010 IEEE International Conference on Systems, Man and Cybernetics - SMC

    The 2010 IEEE International Conference on Systems, Man, and Cybernetics (SMC2010) provides an international forum that brings together those actively involved in areas of interest to the IEEE Systems, Man, and Cybernetics Society, to report on up-to-the-minute innovations and developments, to summarize the state-of-the-art, and to exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics.

  • 2009 IEEE International Conference on Systems, Man and Cybernetics - SMC

    The 2009 IEEE International Conference on Systems, Man, and Cybernetics (SMC2009) provides an international forum that brings together those actively involved in areas of interest to the IEEE Systems, Man, and Cybernetics Society, to report on up-to-the-minute innovations and developments, to summarize the state-of-the-art, and to exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics.


IECON 2014 - 40th Annual Conference of the IEEE Industrial Electronics Society

Applications of power electronics, artificial intelligence, robotics, and nanotechnology in electrification of automotive, military, biomedical, and utility industries.

  • IECON 2013 - 39th Annual Conference of the IEEE Industrial Electronics Society

    Industrial and manufacturing theory and applications of electronics, controls, communications, instrumentation and computational intelligence.

  • IECON 2012 - 38th Annual Conference of IEEE Industrial Electronics

    The conference will be focusing on industrial and manufacturing theory and applications of electronics,power, sustainable development, controls, communications, instrumentation and computational intelligence.

  • IECON 2011 - 37th Annual Conference of IEEE Industrial Electronics

    industrial applications of electronics, control, robotics, signal processing, computational and artificial intelligence, sensors and actuators, instrumentation electronics, computer networks, internet and multimedia technologies.

  • IECON 2010 - 36th Annual Conference of IEEE Industrial Electronics

    IECON is an international conference on industrial applications of electronics, control, robotics, signal processing, computational and artificial intelligence, sensors and actuators, instrumentation electronics, computer networks, internet and multimedia technologies. The objectives of the conference are to provide high quality research and professional interactions for the advancement of science, technology, and fellowship.

  • IECON 2009 - 35th Annual Conference of IEEE Industrial Electronics

    Applications of electronics, instrumentation, control and computational intelligence to industrial and manufacturing systems and process. Major themes include power electronics, drives, sensors, actuators, signal processing, motion control, robotics, mechatronics, factory and building automation, and informatics. Emerging technologies and applications such as renewable energy, electronics reuse, and education.


2013 8th International Forum on Strategic Technology (IFOST)

Strategic technologies including advanced materials, applied engineering sciences, information technologies, mechanical engineering, and so on.

  • 2012 7th International Forum on Strategic Technology (IFOST)

    International Forum on Strategic Technology is an annual academic conference and technical forum for researchers, engineers, industry representatives and policy planners.

  • 2011 6th International Forum on Strategic Technology (IFOST)

    1. Advanced Materials / Nano Technology 2. Renewable Energy / Smart Grid 3. Information Technology 4. E-vehicle / Green Car 5. Mechatronics 6. Others

  • 2010 International Forum on Strategic Technology (IFOST)

    a. e-Vehicle / Green Car b. New Materials c. Renewable Energy d. Smart Grid e. Bio-/Chemio-/Nano- Technology f. Other Strategic Technology


2013 IEEE 10th International Conference on e-Business Engineering (ICEBE)

e-Commerce Platforms, Models and Applications, Workflows and Transactions in e-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in e-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications, IoT

  • 2012 IEEE 9th International Conference on e-Business Engineering (ICEBE)

    E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications, IoT

  • 2011 IEEE 8th International Conference on e-Business Engineering (ICEBE)

    IoT, E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications.

  • 2010 IEEE 7th International Conference on e-Business Engineering (ICEBE)

    E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications

  • 2009 IEEE International Conference on e-Business Engineering (ICEBE)

    The main themes of this year s conference will be enabling integrated e -business systems through servicing and collaboration , which is distributed in the following program tracks: - Software engineering for e -business - Data and knowledge management - Service engineering - Integration and collaboration - Security, privacy and open sources - Mobile and pervasive commerce - Industrial experiences and applications


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Periodicals related to Virtual Reality

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Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Pervasive Computing, IEEE

The popularity of mobile Internet access, third- and fourth-generation wireless communication, handheld devices, and Bluetooth have made pervasive computing a reality. To help you keep pace, IEEE Pervasive Computing covers mobile computing, wireless networks, security, scalability, intelligent vehicles and environments, and pervasive computing applications.


Visualization and Computer Graphics, IEEE Transactions on

Specific topics include, but are not limited to: a) visualization techniques and methodologies; b) visualization systems and software; c) volume visulaization; d) flow visualization; e) information visualization; f) multivariate visualization; g) modeling and surfaces; h) rendering techniques and methodologies; i) graphics systems and software; j) animation and simulation; k) user interfaces; l) virtual reality; m) visual programming and program visualization; ...




Xplore Articles related to Virtual Reality

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[Title page i]

2008 International Symposium on Ubiquitous Virtual Reality, 2008

The following topics are dealt with: ubiquitous virtual reality; wearable computing; augmented reality; shape matching; image recognition; user interface.


[Front cover]

2008 International Symposium on Ubiquitous Virtual Reality, 2008

Presents the front cover or splash screen of the proceedings.


ToNiC a Telerobotic Navigation and Control System for ROVs

A. Bicknell IEE Colloquium on Control of Remotely Operated Systems: Teleassistance and Telepresence, 1995

This paper describes a Telerobotic Navigation and Control System (ToNiC) being developed in the Research and Technology Division to support British Gas Subsea engineering activities. In a drive to reduce operating expenditure and improve safety the oil and gas industry is making increasing use of remotely operated vehicles (ROV) for subsea engineering tasks. British Gas operates in particularly hostile environments ...


Technologies, standards and business models for the formation of virtual collections of 3D replicas of museum objects: The 3D-COFORM project

Franco Niccolucci 2010 IST-Africa, 2010

The paper will address issues related to 3D capture, documentation, storage and management of virtual replicas of museum objects for documentation purposes in view of their inclusion in Europeana. 3D cultural objects present a number of challenges concerning their management. The 3D-COFORM project will provide solutions aiming at making 3D documentation a common practice in the cultural heritage sector. This ...


On the use of meshfree methods and a geometry based surgical cutting algorithm in multimodal medical simulations

Y. -J. Lim; S. De Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2004. HAPTICS '04. Proceedings. 12th International Symposium on, 2004

In this paper, we present some of our recent advances in the simulation of surgical procedures including surgical cutting in multimodal virtual environments. Progressive cutting, without the generation of new primitives, is achieved by snapping the nearest nodes to the interaction point between the cutting tool and the underlying polygon edge. The realism of the simulation is enhanced by employing ...


More Xplore Articles

Educational Resources on Virtual Reality

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eLearning

[Title page i]

2008 International Symposium on Ubiquitous Virtual Reality, 2008

The following topics are dealt with: ubiquitous virtual reality; wearable computing; augmented reality; shape matching; image recognition; user interface.


[Front cover]

2008 International Symposium on Ubiquitous Virtual Reality, 2008

Presents the front cover or splash screen of the proceedings.


ToNiC a Telerobotic Navigation and Control System for ROVs

A. Bicknell IEE Colloquium on Control of Remotely Operated Systems: Teleassistance and Telepresence, 1995

This paper describes a Telerobotic Navigation and Control System (ToNiC) being developed in the Research and Technology Division to support British Gas Subsea engineering activities. In a drive to reduce operating expenditure and improve safety the oil and gas industry is making increasing use of remotely operated vehicles (ROV) for subsea engineering tasks. British Gas operates in particularly hostile environments ...


Technologies, standards and business models for the formation of virtual collections of 3D replicas of museum objects: The 3D-COFORM project

Franco Niccolucci 2010 IST-Africa, 2010

The paper will address issues related to 3D capture, documentation, storage and management of virtual replicas of museum objects for documentation purposes in view of their inclusion in Europeana. 3D cultural objects present a number of challenges concerning their management. The 3D-COFORM project will provide solutions aiming at making 3D documentation a common practice in the cultural heritage sector. This ...


On the use of meshfree methods and a geometry based surgical cutting algorithm in multimodal medical simulations

Y. -J. Lim; S. De Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2004. HAPTICS '04. Proceedings. 12th International Symposium on, 2004

In this paper, we present some of our recent advances in the simulation of surgical procedures including surgical cutting in multimodal virtual environments. Progressive cutting, without the generation of new primitives, is achieved by snapping the nearest nodes to the interaction point between the cutting tool and the underlying polygon edge. The realism of the simulation is enhanced by employing ...


More eLearning Resources

IEEE-USA E-Books

  • Bibliography

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • Index

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • No title

    This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review f all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the ocal Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography

  • Back Matter

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • Virtual Reality in Medicine and Biology

    The practice of medicine and major segments of the biologic sciences have always relied on visualizations of the relationship of anatomic structure to biologic function. Traditionally, these visualizations either have been direct, via vivisection and postmortem examination, or have required extensive mental reconstruction, as in the microscopic examination of serial histologic sections. The revolutionary capabilities of new three-dimensional (3-D) and four-dimensional (4-D) imaging modalities and the new 3-D scanning microscope technologies underscore the vital importance of spatial visualization to these sciences. Computer reconstruction and rendering of multidimensional medical and histologic image data obviate the taxing need for mental reconstruction and provide a powerful new visualization tool for biologists and physicians. Voxel-based computer visualization has a number of important uses in basic research, clinical diagnosis, and treatment or surgery planning; but it is limited by relatively long rendering times and minimal possibilities for image object manipulation. The use of virtual reality (VR) technology opens new realms in the teaching and practice of medicine and biology by allowing the visualizations to be manipulated with intuitive immediacy similar to that of real objects; by allowing the viewer to enter the visualizations, taking any viewpoint; by allowing the objects to be dynamic, either in response to viewer actions or to illustrate normal or abnormal motion; and by engaging other senses, such as touch and hearing (or even smell) to enrich the visualization. Biologic applications extend across a range of scale from investigating the structure of individual cells through the organization of cells in a tissue to the representation of organs and organ systems, including functional attributes such as electrophysiologic signal distribution on the surf ace of an organ. They are of use as instructional aids as well as basic science research tools. Medical applications include basic anatomy instruction, surgical simulation for instruction, visualization for diagnosis, and surgical simulation for treatment planning and rehearsal. Infrastructure, methods and applications are discussed in this chapter. The most complex and challenging applications, those that show the greatest promise of significantly changing the practice of medical research or treatment, require an intimate and immediate union of image and model with real-world, real-time data.

  • No title

    The book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere University of Technology, as well as course on Virtual Environments that the author had prepared for the University for Advancing Studies at Tempe, Arizona. This original purpose has influenced the structure of this book as well as the depth to which we explore the presented concepts. Therefore, our intention in this book is to give an introduction into the important issues regarding a series of related concepts of Virtual Reality, Augmented Reality, and Virtual Environments. We do not attempt to go into any of these issues in depth but rather outline general principles and discuss them in a sense broad enough to provide sufficient foundations for a further study. In other words, we aim to provide a set of keywords to the reader in order give him a good starting point from which he could go on and explore any of these issues in detail.

  • Vibration

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • Anatomic VisualizeR: Teaching and Learning Anatomy with Virtual Reality

    The University of California San Diego (UCSD) School of Medicine's Learning Resources Center (LRC) has been actively engaged in the development and implementation of a virtual reality (VR) based application for education and training. The resultant product, VisualizeR, is a virtual environment (VE) designed to support the teaching and learning of any subject that requires an understanding of three-dimensional (3-D) structures and complex spatial relationships. VisualizeR's multimodal application interface approach, named virtual reality-multimedia synthesis (VR-MMS), enables interaction with 3-D models and concurrent access to multimedia resources, including text, images, animations, video, and sound. Moreover, the flexible and extensible VisualizeR architecture accommodates the needs of a wide variety of different teaching approaches and provides the capability for dynamic and unstructured student exploration. The scientific domain selected for UCSD's first VisualizeR lessons was human anatomy, because it represented one context in which a VR- MMS-based strategy was both achievable and apropos. While still considered the gold standard against which alternatives are judged, current educational methods?-? a combination of lectures and laboratory dissections?-? fall short of instilling the requisite 3-D conceptualization, retention, and application of anatomic knowledge to clinical-problem solving. These pedagogical challenges are further complicated by shortened anatomy curricula owing to competition from other courses; the desirability of less dependence on human cadavers because of scarcity, costs, aesthetics, and environmental concerns; and reductions in hours and resources (including faculty) available for wet laboratory coursework. At the same time, many curricula are including greater amounts of anatomic information, including conceptually challenging 3-D relation ships, a need that could be well met by VR-based anatomy resources.

  • Structures

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • Medical Applications of Virtual Reality in Japan

    Japan is famous as a major power of video games and as an electronically developed industrial country. However, the present Japanese situation of academic research on virtual reality (VR) is not well known because of the linguistic barrier. In this chapter, VR research in Japan and its medical applications is surveyed and the future view of Japanese activities in these fields is discussed. Trends in medical applications are discussed. Specific research such as in computer surgery, training, education, remote medicine, psychotherapy and rehabilitation are detailed.



Standards related to Virtual Reality

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No standards are currently tagged "Virtual Reality"


Jobs related to Virtual Reality

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