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Virtual Worlds

Overview of attention for book
Cover of 'Virtual Worlds'

Table of Contents

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    Book Overview
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    Chapter 1 Real Face Communication in a Virtual World
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    Chapter 2 Animated Impostors for Real-Time Display of Numerous Virtual Humans
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    Chapter 3 Can We Define Virtual Reality? The M R IC Model
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    Chapter 4 Distortion in Distributed Virtual Environments
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    Chapter 5 VRML Based Behaviour Database Editor
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    Chapter 6 The Scan&Track Virtual Environment
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    Chapter 7 CyberGlass: Vision-Based VRML2 Navigator
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    Chapter 8 Work Task Analysis and Selection of Interaction Devices in Virtual Environments
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    Chapter 9 Effect of Stereoscopic Viewing on Human Tracking Performance in Dynamic Virtual Environments
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    Chapter 10 Interactive Movie: A Virtual World with Narratives
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    Chapter 11 Real-Image-Based Virtual Studio
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    Chapter 12 Pop-Out Videos
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    Chapter 13 Color Segmentation and Color Correction Using Lighting and White Balance Shifts
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    Chapter 14 Designing Emergence in Animated Artificial Life Worlds
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    Chapter 15 ALife Meets Web: Lessons Learned
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    Chapter 16 Information Flocking: Data Visualisation in Virtual Worlds Using Emergent Behaviours
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    Chapter 17 Nerve Garden: A Public Terrarium in Cyberspace
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    Chapter 18 A Two Dimensional Virtual World to Explain the Genetic Code Structure?
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    Chapter 19 Grounding Agents in EMud Artificial Worlds
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    Chapter 20 Towards Virtual Experiment Laboratories: How Multi-Agent Simulations Can Cope with Multiple Scales of Analysis and Viewpoints
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    Chapter 21 A Model for the Evolution of Environments
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    Chapter 22 ARéVi: A Virtual Reality Multiagent Platform
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    Chapter 23 Investigating the Complex with Virtual Soccer
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    Chapter 24 Webots: Symbiosis Between Virtual and Real Mobile Robots
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    Chapter 25 Vision Sensors on the Webots Simulator
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    Chapter 26 Grounding Virtual Worlds in Reality
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    Chapter 27 Growing Virtual Communities in 3D Meeting Spaces
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    Chapter 28 A Mixed 2D/3D Interface for Music Spatialization
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    Chapter 29 Organizing Information in 3D
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    Chapter 30 Human Centered Virtual Interactive Image World for Image Retrieval
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    Chapter 31 Virtual Great Barrier Reef: A Theoretical Approach Towards an Evolving, Interactive VR Environment Using a Distributed DOME and CAVE System
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    Chapter 32 The Development of an Intelligent Haulage Truck Simulator for Improving the Safety of Operation in Surface Mines
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    Chapter 33 Navigation in Large VR Urban Models
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    Chapter 34 Art and Virtual Worlds
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    Chapter 35 Las Meninas in VR: Storytelling and the Illusion in Art
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    Chapter 36 Mitologies: Medieval Labyrinth Narratives in Virtual Reality
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    Chapter 37 Aggregate Worlds: Virtual Architecture Aftermath
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    Chapter 38 Zeuxis vs RealityEngine: Digital Realism and Virtual Worlds
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    Chapter 39 Avatars: New Fields of Implication
Overall attention for this book and its chapters
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1 Wikipedia page

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36 Mendeley
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Title
Virtual Worlds
Published by
Springer Berlin Heidelberg, May 2003
DOI 10.1007/3-540-68686-x
ISBNs
978-3-54-064780-5, 978-3-54-068686-6
Editors

Heudin, Jean-Claude

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 36 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 1 3%
Unknown 35 97%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 1 3%
Researcher 1 3%
Professor > Associate Professor 1 3%
Unknown 33 92%
Readers by discipline Count As %
Computer Science 2 6%
Unspecified 1 3%
Unknown 33 92%