Download Free Proceedings Of The 18th International Conference On 3d Web Technology Book in PDF and EPUB Free Download. You can read online Proceedings Of The 18th International Conference On 3d Web Technology and write the review.

This book gathers the latest advances, innovations, and applications in the field of information technology in civil and building engineering, presented at the 18th International Conference on Computing in Civil and Building Engineering (ICCCBE), São Paulo, Brazil, August 18-20, 2020. It covers highly diverse topics such as BIM, construction information modeling, knowledge management, GIS, GPS, laser scanning, sensors, monitoring, VR/AR, computer-aided construction, product and process modeling, big data and IoT, cooperative design, mobile computing, simulation, structural health monitoring, computer-aided structural control and analysis, ICT in geotechnical engineering, computational mechanics, asset management, maintenance, urban planning, facility management, and smart cities. Written by leading researchers and engineers, and selected by means of a rigorous international peer-review process, the contributions highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaborations.
This book gathers outstanding papers presented at the 16th Annual Conference of China Electrotechnical Society, organized by China Electrotechnical Society (CES), held in Beijing, China, from September 24 to 26, 2021. It covers topics such as electrical technology, power systems, electromagnetic emission technology, and electrical equipment. It introduces the innovative solutions that combine ideas from multiple disciplines. The book is very much helpful and useful for the researchers, engineers, practitioners, research students, and interested readers.
Intelligent Environments (IE) play an increasingly important role in many areas of our lives, including education, healthcare and the domestic environment. The term refers to physical spaces incorporating pervasive computing technology used to achieve specific goals for the user, the environment or both. This book presents the proceedings of the workshops of the 9th International Conference on Intelligent Environments (IE ‘13), held in Athens, Greece, in July 2013. The workshops which were presented in the context of this conference range from regular lectures to practical sessions. They provide a forum for scientists, researchers and engineers from both industry and academia to engage in discussions on newly emerging or rapidly evolving topics in the field. Topics covered in the workshops include artificial intelligence techniques for ambient intelligence; applications of affective computing in intelligent environments; smart offices and other workplaces; intelligent environment technology in education for creative learning; museums as intelligent environments; the application of intelligent environment technologies in the urban context for creating more sociable, intelligent cities and for constructing urban intelligence. IE can enrich user experience, better manage the environment’s resources, and increase user awareness of that environment. This book will be of interest to all those whose work involves the application of intelligent environments.
This volume comprises the proceedings of the Third International Euro-Mediterranean Conference (EuroMed 2010) on the historical island of Cyprus. The focal point of this conference was digital heritage, which all of us involved in the documentation of cultural heritage continually strive to implement. The excellent selection of papers published in the proceedings reflects in the best possible way the benefits of exploiting modern technological advances for the restoration, preservation and e-documentation of any kind of cultural heritage. Above all, we should always bear in mind that what we do now may be used by people in another century to repair, rebuild or conserve the buildings, monuments, artifacts and landscapes that seem important. Recent events like earthquakes, tsunamis, volcanic eruptions, fires and insurrections show that we can never be too prepared for damage to, and loss of, the physical and, non-tangible elements of our past and, in general, our cultural heritage. To reach this ambitious goal, the topics covered included experiences in the use of innovative recording technologies and methods, and how to take best advantage of the results obtained to build up new instruments and improved methodologies for do- menting in multimedia formats, archiving in digital libraries and managing a cultural heritage. Technological advances are very often reported in detail in specialized fora. This volume of proceedings establishes bridges of communication and channels of co- eration between the various disciplines involved in cultural heritage preservation.
Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. - Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) - Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function - Presents some exemplary applications of immersive video technologies
This book presents explorable XR environments—their rationale, concept, architectures as well as methods and tools for spatial-temporal composition based on domain knowledge, including geometrical, presentational, structural and behavioral elements. Explorable XR environments enable monitoring, analyzing, comprehending, examining and controlling users’ and objects’ behavior and features as well as users’ skills, experience, interests and preferences. The E-XR approach proposed in this book relies on two main pillars. The first is knowledge representation technologies, such as logic programming, description logics and the semantic web, which permit automated reasoning and queries. The second is imperative programming languages, which are a prevalent solution for building XR environments. Potential applications of E-XR are in a variety of domains, e.g., education, training, medicine, design, tourism, marketing, merchandising, engineering and entertainment. The book’s readers will understand the emerging domain of explorable XR environments with their possible applications. Special attention is given to an in-depth discussion of the field with taxonomy and classification of the available related solutions. Examples and design patterns of knowledge-based composition and exploration of XR behavior are provided, and an extensive evaluation and analysis of the proposed approach is included. This book helps researchers in XR systems, 3D modeling tools and game engines as well as lecturers and students who search for clearly presented information supported by use cases. For XR and game programmers as well as graphic designers, the book is a valuable source of information and examples in XR development. Professional software and web developers may find the book interesting as the proposed ideas are illustrated by rich examples demonstrating design patterns and guidelines in object-oriented, procedural and declarative programming.
This book constitutes the refereed proceedings of the 8th International Conference on Articulated Motion and Deformable Objects, AMDO 2014, held in Palma de Mallorca, Spain, in July 2014. The 18 papers presented were carefully reviewed and selected from 37 submissions. The conference dealt with the following topics: geometric and physical deformable models; motion analysis; articulated models and animation; modeling and visualization of deformable models; deformable model applications; motion analysis applications; single or multiple human motion analysis and synthesis; face modeling, tracking, recovering and recognition models; virtual and augmented reality; haptics devices; biometric techniques.
In many enterprises, the number of deployed applications is constantly increasing. Those applications - often several hundreds - form large software landscapes. The comprehension of such landscapes is frequently impeded due to, for instance, architectural erosion, personnel turnover, or changing requirements. Furthermore, events such as performance anomalies can often only be understood in correlation with the states of the applications. Therefore, an efficient and effective way to comprehend such software landscapes in combination with the details of each application is required. In this thesis, we introduce a live trace visualization approach to support system and program comprehension in large software landscapes. It features two perspectives: a landscape-level perspective using UML elements and an application-level perspective following the 3D software city metaphor. Our main contributions are 1) an approach named ExplorViz for enabling live trace visualization of large software landscapes, 2) a monitoring and analysis approach capable of logging and processing the huge amount of conducted method calls in large software landscapes, and 3) display and interaction concepts for the software city metaphor beyond classical 2D displays and 2D pointing devices. Extensive lab experiments show that our monitoring and analysis approach elastically scales to large software landscapes while imposing only a low overhead on the productive systems. Furthermore, several controlled experiments demonstrate an increased efficiency and effectiveness for solving comprehension tasks when using our visualization. ExplorViz is available as open-source software on www.explorviz.net. Additionally, we provide extensive experimental packages of our evaluations to facilitate the verifiability and reproducibility of our results.
This book provides an overview of various application spheres and supports further innovations needed in information management and in the processes of knowledge generation. The professions, organizations and scientific associations involved are unusually challenged by the complexity of the data situation. Cartography has always been the central field of application for georeferencing digital cultural heritage (DCH) objects. It is particularly important in enabling spatial relation analysis between any number of DCH objects or of their granular details. In addition to the pure geometric aspects, the cognitive relations that lead to knowledge representation and derivation of innovative use processes are also of increasing importance. Further, there is a societal demand for spatial reference and analytics (e.g. the extensive use of cognitive concepts of "map" and "atlas" for a variety of social topics in the media). There is a huge geometrical-logical-cognitive potential for complex, multimedia, digital-cultural-heritage databases and stakeholders expect handling, transmission and processing operations with guaranteed long-term availability for all other stakeholders. In the future, whole areas of digital multimedia databases will need to be processed to further our understanding of historical and cultural contexts. This is an important concern for the information society and presents significant challenges for cartography in all these domains. This book collects innovative technical and scientific work on the entire process of object digitization, including detail extraction, archiving and interoperability of multimedia DCH data.