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  • © 2015

Virtual Realities

International Dagstuhl Seminar, Dagstuhl Castle, Germany, June 9-14, 2013, Revised Selected Papers

  • Features papers from leading international experts and promising young researchers, discussing current VR and AR challenges and future directions
  • Presents current research in Computer Graphics/Computer Vision, Multimedia, and Society/HCI
  • Describes the multidisciplinary area of research aimed at interactive human computer mediated simulations of artificial environments
  • Includes supplementary material: sn.pub/extras

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 8844)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

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Table of contents (13 chapters)

  1. Front Matter

    Pages I-VIII
  2. VR Environments

    1. Front Matter

      Pages 1-1
    2. Live Will Never Be the Same!

      • Wolfgang Broll, Jan Herling
      Pages 3-15
    3. VELOS - A VR Environment for Ship Applications: Current Status and Planned Extensions

      • A. I. Ginnis, K. V. Kostas, C. G. Politis, P. D. Kaklis
      Pages 33-55
    4. Underwater Mixed Environments

      • Uwe Freiherr von Lukas, John Quarles, Panagiotis Kaklis, Tim Dolereit
      Pages 56-76
  3. Interaction and User Experience

    1. Front Matter

      Pages 77-77
    2. Hand Pose Recognition — Overview and Current Research

      • Daniel Mohr, Gabriel Zachmann
      Pages 108-129
  4. Virtual Humans

    1. Front Matter

      Pages 131-131
    2. Applications of Avatar Mediated Interaction to Teaching, Training, Job Skills and Wellness

      • Charles E. Hughes, Arjun Nagendran, Lisa A. Dieker, Michael C. Hynes, Gregory F. Welch
      Pages 133-146
    3. Hierarchical Method for Segmentation by Classification of Motion Capture Data

      • Samer Salamah, Liang Zhang, Guido Brunnett
      Pages 169-186
  5. Tele-Existence

    1. Front Matter

      Pages 213-213
    2. Technical Report: Exploring Human Surrogate Characteristics

      • Arjun Nagendran, Gregory Welch, Charles Hughes, Remo Pillat
      Pages 215-228
    3. Telexistence

      • Susumu Tachi
      Pages 229-259
  6. Back Matter

    Pages 261-261

About this book

Virtual reality (VR) is a multidisciplinary area of research aimed at interactive human–computer-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.

Editors and Affiliations

  • TU Chemnitz, Chemnitz, Germany

    Guido Brunnett

  • Inria Rhône-Alpes, Saint Ismier Cedex, France

    Sabine Coquillart

  • CWI - Amsterdam, Amsterdam, The Netherlands

    Robert van Liere

  • The University of Central Florida, Orlando, USA

    Gregory Welch

  • Technische Universität Chemnitz, Chemnitz, Germany

    Libor Váša

Bibliographic Information

Buy it now

Buying options

Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access