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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 book presents current progress on challenges related to Big Data management by focusing on the particular challenges associated with context-aware data-intensive applications and services. The book is a state-of-the-art reference discussing progress made, as well as prompting future directions on the theories, practices, standards and strategies that are related to the emerging computational technologies and their association with supporting the Internet of Things advanced functioning for organizational settings including both business and e-science. Apart from inter-operable and inter-cooperative aspects, the book deals with a notable opportunity namely, the current trend in which a collectively shared and generated content is emerged from Internet end-users. Specifically, the book presents advances on managing and exploiting the vast size of data generated from within the smart environment (i.e. smart cities) towards an integrated, collective intelligence approach. The book also presents methods and practices to improve large storage infrastructures in response to increasing demands of the data intensive applications. The book contains 19 self-contained chapters that were very carefully selected based on peer review by at least two expert and independent reviewers and is organized into the three sections reflecting the general themes of interest to the IoT and Big Data communities: Section I: Foundations and Principles Section II: Advanced Models and Architectures Section III: Advanced Applications and Future Trends The book is intended for researchers interested in joining interdisciplinary and transdisciplinary works in the areas of Smart Environments, Internet of Things and various computational technologies for the purpose of an integrated collective computational intelligence approach into the Big Data era.
The 2-volume set LNCS 11613 and 11614 constitutes the refereed proceedings of the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2019, held in Santa Maria al Bagno, Italy, in June 2019. The 32 full papers and 35 short papers presented were carefully reviewed and selected from numerous submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. They are organized in the following topical sections: virtual reality; medicine; augmented reality; cultural heritage; education; and industry.
Die digitale Revolution ist mit dem Versprechen verknüpft, die Selbstständigkeit des einzelnen Nutzers zu stärken. Der Aufstieg von kommerziellen Plattformen zur Koordination von Crowdarbeit stellt die Gültigkeit dieses Narrativs jedoch in Frage. In Crowd-Design analysiert Florian Alexander Schmidt die Entstehungsgeschichte, Funktionsweise und Rhetorik solcher Plattformen. Der Vergleich von historischen Crowd-Diskursen und Visionen der Online-Kollaboration bildet den Ausgangspunkt für eine kritische Betrachtung aktueller Ausprägungen von Crowdarbeit: Der Fokus der Studie liegt auf der Auslagerung von Designaufgaben unter Verwendung dieser Crowdsourcing-Plattformen. Grundlegenden Mechanismen, welche den Plattformbetreibern zur Motivation und Kontrolle der Crowds dienen, werden offengelegt.
This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
Information technology is revolutionizing healthcare, and the uptake of health information technologies is rising, but scientific research and industrial and governmental support will be needed if these technologies are to be implemented effectively to build capacity at regional, national and global levels. This book, "Improving Usability, Safety and Patient Outcomes with Health Information Technology", presents papers from the Information Technology and Communications in Health conference, ITCH 2019, held in Victoria, Canada from 14 to 17 February 2019. The conference takes a multi-perspective view of what is needed to move technology forward to sustained and widespread use by transitioning research findings and approaches into practice. Topics range from improvements in usability and training and the need for new and improved designs for information systems, user interfaces and interoperable solutions, to governmental policy, mandates, initiatives and the need for regulation. The knowledge and insights gained from the ITCH 2019 conference will surely stimulate fruitful discussions and collaboration to bridge research and practice and improve usability, safety and patient outcomes, and the book will be of interest to all those associated with the development, implementation and delivery of health IT solutions.
This book introduces readers to the tools needed to protect IT resources and communicate with security specialists when there is a security problem. The book covers a wide range of security topics including Cryptographic Technologies, Network Security, Security Management, Information Assurance, Security Applications, Computer Security, Hardware Security, and Biometrics and Forensics. It introduces the concepts, techniques, methods, approaches, and trends needed by security specialists to improve their security skills and capabilities. Further, it provides a glimpse into future directions where security techniques, policies, applications, and theories are headed. The book represents a collection of carefully selected and reviewed chapters written by diverse security experts in the listed fields and edited by prominent security researchers. Complementary slides are available for download on the book’s website at Springer.com.
If you know JavaScript and want to start creating 3D graphics that run in any browser, this book is a great choice for you. You don't need to know anything about math or WebGL; all that you need is general knowledge of JavaScript and HTML.
Digital Participatory Planning outlines developments in the field of digital planning and designs and trials a range of technologies, from the use of apps and digital gaming through to social media, to examine how accessible and effective these new methods are. It critically discusses urban planning, democracy, and computing technology literature, and sets out case studies on design and deployment. It assesses whether digital technology offers an opportunity for the public to engage with urban change, to enhance public understanding and the quality of citizen participation, and to improve the proactive possibilities of urban planning more generally. The authors present an exciting alternative story of citizen engagement in urban planning through the reimagination of participation that will be of interest to students, researchers, and professionals engaged with a digital future for people and planning.