An Introduction to Robot Technology

Springer Science & Business Media
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Robotics is now a well established field of endeavour both in industry and research laboratories. There is a danger that the word may be widely in areas where it is inappropriate, so knowing precisely what used even a robot is, how it is controlled and how it may be used in specific applications is of the highest importance. The authors are not only innovators in the development of robots but also highly respected educators. This book has been carefully com piled to crystallize, for the reader, the fundamentals of robot operation and application. The material carefully treads its path between achieving broad coverage and depth where it is needed. Industrialists, teachers and students alike will benefit from the book. Igor Aleksander July 1983 Chapter 1 Robotics: an introduction As a result of the great advances of the last few years many industrial processes have become largely automated, with the human operator playing an ever decreasing role. The fully automated and unmanned factory is probably now only a few decades away.
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Publisher
Springer Science & Business Media
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Published on
Dec 6, 2012
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Pages
198
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ISBN
9789401161008
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Best For
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Language
English
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Genres
Science / Physics / General
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Content Protection
This content is DRM protected.
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Grigore C. Burdea
A groundbreaking Virtual Reality textbook is now even better

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This Second Edition of the first comprehensive technical book on virtual reality provides updated and expanded coverage of the technology such as:

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The new edition of Virtual Reality Technology is specifically designed for use as a textbook. Thus, it includes definitions, review questions, and a CD-ROM with video clips that reinforce the topics covered. The CD-ROM also contains a Laboratory Manual with homework and programming assignments in VRML and Java 3D, as follows:

Introduction to VRML and Java 3D Sensor and Event Processing VRML and JavaScript Scene Hierarchy, Geometry, and Texture VRML PROTO and Glove Devices Viewpoint Control, Sound, and Haptic Effects

The Second Edition will serve as a state-of-the-art resource for both undergraduate and graduate students in engineering, computer science, and other disciplines.

Grigore C. Burdea
A groundbreaking Virtual Reality textbook is now even better

Virtual reality is a very powerful and compelling computer application by which humans interact with computer-generated environments in a way that mimics real life and engages various senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration, and the military, to name just a few. Through virtual reality, scientists can triple the rate of oil discovery, pilots can dogfight numerically superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients.

This Second Edition of the first comprehensive technical book on virtual reality provides updated and expanded coverage of the technology such as:

Input and output interfaces including touch and force feedback Computing architecture (with emphasis on the rendering pipeline and task distribution) Object modeling (including physical and behavioral aspects) Programming for virtual reality (WorldToolKit, Java 3D, GHOST, and PeopleShop) An in-depth look at human factors issues, user performance, and sensorial conflict aspects of VR Traditional and emerging VR applications

The new edition of Virtual Reality Technology is specifically designed for use as a textbook. Thus, it includes definitions, review questions, and a CD-ROM with video clips that reinforce the topics covered. The CD-ROM also contains a Laboratory Manual with homework and programming assignments in VRML and Java 3D, as follows:

Introduction to VRML and Java 3D Sensor and Event Processing VRML and JavaScript Scene Hierarchy, Geometry, and Texture VRML PROTO and Glove Devices Viewpoint Control, Sound, and Haptic Effects

The Second Edition will serve as a state-of-the-art resource for both undergraduate and graduate students in engineering, computer science, and other disciplines.

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