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Virtual Applications

Applications with Virtual Inhabited 3D Worlds

  • Peter Andersen
  • Lars Qvortrup

Table of contents

  1. Front Matter
    Pages i-viii
  2. Introduction

    1. Peter Bøgh Andersen, Lars Qvortrup
      Pages 1-5
  3. The World in the Computer

    1. Front Matter
      Pages 7-11
    2. Jens Haase, Peter Musaeus, Egil Boisen
      Pages 29-48
    3. Niels Lehmann, Janek Szatkowski
      Pages 49-88
    4. Anders Drejer, Agnar Gudmundsson
      Pages 117-135
  4. The Computer in the World

    1. Front Matter
      Pages 137-140
    2. Daniel Chien-Meng May, Bent Bruun Kristensen
      Pages 141-158
    3. Peter Bøgh Andersen, Palle Nowack
      Pages 189-211
    4. Michael May
      Pages 212-233
    5. Bent Bruun Kristensen, Daniel Chien-Meng May, Palle Nowack
      Pages 234-257
  5. Back Matter
    Pages 258-258

About this book

Introduction

3D Virtual Applications: Applications with Virtual Inhabited 3D Worlds deals with the use of virtual inhabited 3D spaces in different domains of society. (Other volumes deal with interaction, production methodology and space.) From focusing on virtual reality (a reality into which users and objects from the real world should be moved) we are increasingly focusing on augmented reality (i.e. on moving computers out into the reality of real users, objects and activities). This book deals with the use of virtual inhabited 3D spaces in both contexts. Based on the structuring of the application domains, this book looks at the use of VR and augmented reality in the following major application domains:

- Production oriented applications - use of VR and augmented reality for control of complex production plants, for navigation support (ships, cars, aeroplanes) and for support of collaborative work processes

- Communication support applications - virtual spaces are used for supporting communication in learning environments and for support of organisational communication. Also virtual spaces are used for supporting the navigation of people in public spaces, i.e. as maps, planning tools

- Scientific applications - use of 3D models for medical research; use of dynamic models for representation of abstract concepts and ideas (data-mining applications); use of dynamic 3D models for simulating biological or social processes

- Artistic and cultural applications - the construction of stages representing concepts and/or emotions

Keywords

3D Art and Culture Applications Augmented Reality Communication Support Applications Navigation Production Oriented Applications Scientific Applications Senses and Spaces Virtual 3D World Virtual Applications Virtual Reality design modeling

Editors and affiliations

  • Peter Andersen
    • 1
  • Lars Qvortrup
    • 2
  1. 1.Department of Computer ScienceAalborg UniversityDenmark
  2. 2.Department of Literature, Culture and MediaUniversity of Southern DenmarkDenmark

Bibliographic information