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Computer graphics reality

Figure 6.2 Virtual reality uses computer graphics to simulate the experience of being in a 3-D world. This type of therapy is used to treat phobias. By wearing a headset and entering a virtual world, patients can come face-to-face with their fears while remaining in a safe environment. Figure 6.2 Virtual reality uses computer graphics to simulate the experience of being in a 3-D world. This type of therapy is used to treat phobias. By wearing a headset and entering a virtual world, patients can come face-to-face with their fears while remaining in a safe environment.
Smith, R.B. Experiences with alternative reality kit an example of the tension between literalism and magic. In IEEE Computer Graphics and Applications, 7, (42-50), 1987. [Pg.50]

Vidal, F. P., et al. Principles and Applications of Computer Graphics in Medicine. Computer Graphics Forum 25, no. 1 (2006) 113-137. Excellent review of the state of the art. Discusses software development, diagnostic aids, educational tools, and computer-augmented reality. [Pg.411]

See also Artificial Intelligence Computer Engineering Computer Graphics Computer Science Human-Computer Interaction Internet and Web Engineering Software Engineering Virtual Reality. [Pg.1924]

Mine Safety in the Twenty-First Century The Application of Computer Graphics and Virtual Reality... [Pg.153]

Denby, B., D. Schofield, and D. McClarnon. 1995. The Use of Virtual Reality and Computer Graphics in Mining Engineering, Information Bulletin, Community Ergonomics Action, European Coal and Steel Community 32 1-6. [Pg.173]

Henderson, S., Reiner, S. Exploring the benefits of augmented reality documentation for maintenance and repair. IEEE Trans. Visual. Comput. Graphics 17(10), 1355-1368 (2011)... [Pg.107]

Denby, B., Schofield, D. andMcClamon, D. (1995), The use of virtual reality and computer graphics in mining engineering Luxembourg European Coal and Steel Community, Ergonomics Action Bulletin, 32,1-6. [Pg.146]

Schofield, D., Derby, B. and McClamort, D. (1994), Computer graphics and virttral reality in the mining indirstry . Mining Magazine, November, 284-6. [Pg.153]

Assumptions may be made or models adopted (often by implication) about a system being measured that are not consistent with reality. The selection of the method of data reduction may be partly on the basis of the model adopted and partly on the basis of features such as computation time and simplicity. Kelly classified data processing methods as direct, graphical, minmax, least squares, maximum likelihood, and bayesian. Each method has rules by which computations are made, and each produces an estimate (or numerical result) of reality. [Pg.533]

A totally different approach respects the idea that a Virtual Reality application that has basically the same state of its domain objects will render the same scene, respectively. It is therefore sufficient to distribute the state of the domain objects to render the same scene. In a multi-screen environment, the camera on the virtual scene has to be adapted to the layout of your projection system. This is a very common approach and is followed more or less, e.g., by approaches such as ViSTA or NetJuggler [978]. It is called the master-slave, or mirrored application paradigm, as all slave nodes run the same application and all user input is distributed from the master node to the slave nodes. All input events are replayed in the slave nodes and as a consequence, for deterministic environments, the state of the domain objects is sjmchronized on all slave nodes which results in the same state for the visualization. The master machine, just like the client machine in the client-server approach, does all the user input dispatching, but as a contrast to the client-server model, a master machine can be part of the rendering environment. This is a consequence from the fact that all nodes in this setup merely must provide the same graphical and computational resources, as all calculate the application state in parallel. [Pg.290]

From a historical perspective, most workflow procedures required human mediation. Indeed, that is still true today in many instances, where the computational tasks in a workflow represent islands of automation surrounded by procedures that are essentially manual. A workflow can be represented graphically as a set of application nodes with lines between them representing the directed flow of activity. However, if we are to see these lines as pipes that channel the flow of data between applications, the graphical representation is often a distortion of the manual drudgery involved in making the flow a reality. [Pg.430]


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Computer graphics

Reality

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