Surgical Scene Generation for Virtual Reality-Based Training in Medicine:Auflage 2008 Matthias Harders
The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 47 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: VR in education, training and health; VR for culture and entertainment; virtual humans and avatars; developing virtual and mixed environments.
Flight School in the Virtual Environment: Capabilities and Risks of Executing a Simulations-Based Flight Training Program: Craig A. Blow
The PSI Handbook of Virtual Environments for Training and Education:Developments for the Military and Beyond
Entrepreneurs often suffer from ´´superhero syndrome´´--the misconception that to be successful, they must do everything themselves. Not only are they the boss, but also the salesperson, HR manager, copywriter, operations manager, online marketing guru, and so much more. It´s no wonder why so many people give up the dream of starting a business--it´s just too much for one person to handle. But outsourcing expert and ´´Virtual CEO,´´ Chris Ducker knows how you can get the help you need with resources you can afford. Small business owners, consultants, and online entrepreneurs don´t have to go it alone when they discover the power of building teams of virtual employees to help run, support, and grow their businesses. Virtual Freedom: How to Work with Virtual Staff to Buy More Time, Become More Productive, and Build Your Dream Business is the step-by-step guide every entrepreneur needs to build his or her business with the asset of working with virtual employees. Focusing on business growth, Ducker explains every detail you need to grasp, from figuring out which jobs you should outsource to finding, hiring, training, motivating, and managing virtual assistants. With additional tactics and online resources, Virtual Freedom is the ultimate resource of the knowledge and tools necessary for building your dream business with the help of virtual staff.
Training and Collaboration with Virtual Worlds:How to Create Cost-Saving, Efficient and Engaging Programs Alex Heiphetz, Gary Woodill
DVD: In diesem Workout-Video führt die vollbusige Hinako durch verschiedene Stationen des Zirkeltrainings. Dabei hat man drei Optionen zur Auswahl: Liegestütze, Situps und Kniebeugen. Es sind verschiedene Abspieloptionen wählbar. Als Anreiz für sonst eher lustlose Sportmuffel findet das Training bei Hinako zu Hause statt, wo sie die Übungen, ganz leger, in Hemdchen und Schlüpfer durchführt und zum Nachahmen auffordert. Interaktiv leitet sie auf ihre charmante Weise die Übungen an und zählt mit, während man selbst am Boden ächzt. Genre: Anime; Label: Anime Virtual; Laufzeit: 25 Min. Altersfreigabe: Ab 16 Jahren
The use of virtual training (VT) systems which utilize advanced virtual reality technologies is of growing importance to widespread application domains, such as the aerospace, engineering and medical fields. As with any emerging technology, user acceptance of new software and hardware devices is often difficult to measure and guidelines to introduce and ensure adequate and correct usage of such technologies are lacking. These problems have been tackled by the development of a new evaluation method focused on cognitive, affective and skill-based learning dimensions, and extended to the study of user performance, perceptions and memory in the context of procedural tasks training. The method significantly improves training evaluation time to 9 hours, and the number of users to 6. The method provides a more complete theoretical account of the mechanisms by which VT system design features and individual characteristics affect training outcomes, which should enable future research to systematically evaluate the effectiveness of a wide range of virtual training applications.
Virtual Humans simulations are becoming increasingly popular and many systems are now available to animate Virtual Humans. Such systems encompass several different domains including autonomous agents in virtual environments, human factors analysis, training, education, virtual prototyping, simulation-based design and entertainment. At the moment Virtual Humans are most commonly used in the entertainment industry and specifically in movies and video games. However, there are many current and potential applications of human activities that may be part of a system involving Virtual Humans in a wide range of areas including simulation, emergency situations, medical applications and engineering. - Covers all aspects of Virtual Humans - Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate their bodies and faces - Presents the concepts of behavioral animation, crowd simulation, intercommunication between Virtual Humans and interaction between real humans and autonomous Virtual Humans - Addresses the advanced topics of hair representation and cloth animation with applications in fashion design - Discusses the standards for Virtual Humans and a platform for real-time simulation Written by leading experts in the area, the Handbook of Virtual Humans covers the basic principles through to state-of-the-art and advanced concepts in this exciting field. Engineers, researchers and developers in computer graphics, computer animation, virtual reality and game development will all find this reference indispensable. Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area. Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.
This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.
Virtual reality (VR) is a multidisciplinary area of research aimed at interactive humancomputer-mediated simulations of artificial environments. An important aspect of VR-based systems is the stimulation of the human senses usually sight, sound, and touch in such a way that a user feels a sense of presence in the virtual environment. Sometimes it is important to combine real and virtual objects in the same real or virtual environment. This approach is often referred to as augmented reality (AR), when virtual objects are integrated into a real environment. Typical VR applications include simulation, training, scientific visualization, and entertainment, whereas typical AR applications include computer-aided manufacturing or maintenance and computer-aided surgery or medicine.This book comprises a collection of research and position papers presented at Dagstuhl Seminar 13241 on Virtual Realities, held at Schloss Dagstuhl, Germany, in June 2013. The 13 papers in this volume were carefully reviewed and selected from 18 submissions. They are organized in topical sections on: VR environments; interactions and user experience; virtual humans; and tele-existence.
PC-based simulations, though touted by many in the aviation community as excellent flight training aids, are not being used to their full potential. This guide and the accompanying CD illustrate how to get the most out of Microsoft(R) Flight Simulator with general suggestions, specific advice, and practical tools. Student pilots can use the comprehensive information to review specific concepts and prepare themselves for formal flight instruction, while certified pilots can upgrade their navigation skills, learn about advanced aircraft and procedures, and complement their real-world flying with additional hours in the virtual skies. The materials are equally suitable for flight instructors looking for new tools to use in ground school classes and pre- and post-flight briefings and virtual aviation hobbyists will welcome the in-depth information on flying in the real world. This new edition has been updated to reflect the latest changes to FAA rules, regulations, and procedures as well as the latest software and technology updates that have occurred since the first edition.