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  • Book
  • © 2005

Visualizing Information Using SVG and X3D

XML-based Technologies for the XML-based Web

  • First book to deal with both of the main XML-based technologies for 2D and 3D visualisation of the next-generation
  • New interactive 2D and 3D interfaces for Web-based applications are investigated and implemented
  • New metaphors for information visualisation are developed
  • Practical solutions to several generic and specific problems of using SVG and X3D graphics are proposed
  • Printed in full colour - over 80 colour figures

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Table of contents (15 chapters)

  1. Front Matter

    Pages i-xiv
  2. Using SVG and X3D in Generic Web Applications

    1. The Foundations of SVG

      • Kurt Cagle
      Pages 21-62
    2. X3D Fundamentals

      • Don Brutzman, James Harney, Curt Blais
      Pages 63-84
    3. SVG as the Visual Interface to Web Services

      • Shane Aulenback
      Pages 85-98
    4. X3D Graphics, Java and the Semantic Web

      • James Harney, Curt Blais, Alan Hudson, Don Brutzman
      Pages 99-118
    5. Publishing Paradigms for X3D

      • Nicholas F. Polys
      Pages 153-180
  3. Applying SVG and X3D to Specific Problems

    1. Visualizing Complex Networks

      • Chaomei Chen, Natasha Lobo
      Pages 183-201
    2. Using Metadata-based SVG and X3D Graphics in Interactive TV

      • Artur Lugmayr, Seppo Kalli
      Pages 225-244
    3. Knowledge Visualization Using Dynamic SVG Charts

      • Nikolas A. Rathert
      Pages 245-255
  4. Back Matter

    Pages 295-298

About this book

Correcting the Great Mistake People often mistake one thing for another. That’s human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite – supposedly savvy folk such as software developers, marketers and businessmen – have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web,VRML,has been mistaken for something else since its inception. Viewed variously as a game system,a format for architectural walkthroughs,a platform for multi-user chat and an augmentation of reality,VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online,at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,“VR”,created expectations of sprawling,photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons,VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.

Editors and Affiliations

  • School of Computing, University of Plymouth, Plymouth, UK

    Vladimir Geroimenko

  • College of Information Science and Technology, Drexel University, Philadelphia, USA

    Chaomei Chen

Bibliographic Information

Buy it now

Buying options

eBook USD 129.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access