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Virtual Environments -(VE) the new dimension in man-machine-communication -have been developed and experienced in Europe since 1990. In early 1993 the Eurographics Association decided to establish a working group on Virtual Environments with the aim to communicate advances in this fascinating area on a scientific and technical level. In September 1993 the first workshop on VEs was held in Barcelona, Spain, in conjunction with the annual Eurographics conference. The workshop brought together about 35 researchers from Europe and the US. The second workshop was held together with Imagina '95 in Monte Carlo, Monaco. This time, around 40 researchers from Europe, the US, but also from Asia met for a 2-day exchange of experience. Needless to say -as in all Eurographics workshops -we found the atmosphere very open and refreshing. The workshops were sponsored by ONR (Office of Naval Research), UK; US Army Research Institute, UK; University of Catalonia, Spain; EDF France; CAE France, INA France and IGD Germany and locally organized by Daniele Tost and Jaques David. While in the first workshop in 1993 many concepts in VE were presented, the '95 workshop showed up various applications in different areas and demonstrated quite clearly that Virtual Environments are now used in interactive applications.
This book contains the proceedings of the sixth Eurographics Workshop on Vir tual Environments. The event took place from June 1 to June 2, 2000, in Am sterdam. We hope that readers will find these proceedings to be valuable, not only for virtual environment researchers, but also for practitioners developing or using virtual environment applications. We are glad to report that visibility of the workshop continues to expand and that virtual environment researchers and practitioners from allover the world are submitting papers. This year, 40 papers and case studies were submitted of which 20 were accepted. In addition, we are glad to see that the focus of the workshop is also expanding. We accepted 6 research papers on evaluation of virtual environments and there was a broad sampling of other topics. We would like to thank all those involved in organizing the symposium. In particular, thanks go to Mieke Brune who was in charge of the local organization. In addition, we want to thank the international program committee for their excellent, yet laborious, job in reviewing all submitted papers. The quality of the workshop is a reflection of the quality of the submitted papers and the quality of the reviewing process.
Virtual Environments - (VE) the new dimension in man-machine communication - have been developed and experienced in Europe since 1990. In September 1993 the first workshop on VEs was held in Barcelona, Spain, in conjunction with the annual Eurographics conference. The workshop brought together about 35 researchers from Europe and the US. The second workshop was held together with Imagina ’95 in Monte Carlo, Monaco. This time, around 40 researchers from Europe, the US, but also from Asia met for a 2-day exchange of experience. While in the first workshop in 1993 many concepts in VE were presented, the ’95 workshop showed up various applications in different areas and demonstrated quite clear that Virtual Environments are now under use in interactive applications. The book contains 22 selected and revised papers that have been presented in EG workshops in Barcelona and Monte Carlo. The areas covered are visual presentation aspects, gesture and speech interaction issues, applications and VE system, demonstrating very clearly the emphasis and the results of various research activities in the field.
INSTICC organized the third edition of VISIGRAPP that took place in Funchal- Madeira, Portugal in January 2008 after successful previous editions. This book - cludes selected papers from VISIGRAPP 2008, the Joint Conference on Computer Vision Theory and Applications (VISAPP) and Computer Graphics Theory and - plications (GRAPP). The conference was intended to stimulate the exchange of ideas on the topics of c- puter vision and computer graphics. We received a high number of paper submissions: 374 in total for both conferences. We had contributions from more than 50 countries in all continents. This confirms the success and global dimension of these jointly organized conferences. After a rigorous double-blind evaluation method, 78 submissions were accepted as full papers. From those, 20 were selected for this book. To ensure the sci- tific quality of the contributions, these were selected from the ones that were evaluated with the highest scores by the VISIGRAPP Program Committee Members and then they were extended and revised by the authors. Special thanks go to all contributors and re- rees, without whom this book would not have been possible. VISIGRAPP 2008 also featured the comments of keynote speakers, in alphabetical order, Adrian Hilton (University of Surrey, UK), Geneviève Lucet (Computer S- vices for Research at the UNAM, Mexico), Peter Sturm (INRIA Rhône-Alpes, France) and Sharathchandra Pankanti (IBM - Exploratory Computer Vision Group, USA), who are internationally recognized researchers. The presentations represented an - portant contribution to the overall quality of the conference.
This ambitious and accessible guide reviews innovative technologies enhancing the field of neuropsychological testing. Starting with the premise that standard batteries—some nearly a century old—lag behind in our era of neuroimaging, genomic studies, psychophysiology, and informatics, it presents digital measures offering more efficient administration, more accurate data, and wider clinical applications. Ecological validity and evidence-based science are key themes in these advances, from virtual environments and assessment of social cognition to the shift toward situational reliability and away from lab-created constructs. These chapters also demonstrate how high-tech assessment tools can complement or supplement traditional pencil-and-paper measures without replacing them outright. This book covers in depth: · The evolution of neuropsychological testing over the past century. · Current applications of computer-based neuropsychological assessments. · The strengths and limitations of simulation technology. · The use of teleneuropsychology in reaching remote clients. · The potential of gaming technologies in neurocognitive rehabilitation. · How technology can transform test data into information useful across specialties. Clinical Neuropsychology and Technology brings neuropsychologists, clinical psychologists, and rehabilitation specialists into the vanguard of assessment measures and processes that will translate into more accurate testing, collaborations between disciplines, and valid and useful outcomes.
The purpose of the 3rd International Conference on Enterprise Information Systems (ICEIS) was to bring together researchers, engineers, and practitioners interested in the advances and business applications of information systems. The research papers published here have been carefully selected from those presented at the conference, and focus on real world applications covering four main themes: database and information systems integration; artificial intelligence and decision support systems; information systems analysis and specification; and internet computing and electronic commerce. Audience: This book will be of interest to information technology professionals, especially those working on systems integration, databases, decision support systems, or electronic commerce. It will also be of use to middle managers who need to work with information systems and require knowledge of current trends in development methods and applications.