This book is comprised of eight chapters and begins with an overview of the roots of robotics and the use of robots in the manufacturing environment; advances in robot technology and typical applications of robots; reasons for using robots in the manufacturing environment; and the different manufacturing functions they perform, including visual inspection and intricate welding operations. A definition of the word ""robot"" is presented, and the impact of robots on jobs is considered. Subsequent chapters focus on the elements of a robot system, including the computer/controller, actuator power drive, and sensors; sensor applications in robotics; robotic usage by industry; economic justification of robotics; manufacturing technology and the role robotics can play in improving the United States' competitive manufacturing position; and the impact of robots on people and vice versa. The final chapter is devoted to market trends and competitiveness of the U.S. robotics industry and assesses the future prospects of robotics.
This monograph should be a valuable resource for technologists and researchers interested in robots and robotics.
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 Second Edition will serve as a state-of-the-art resource for both undergraduate and graduate students in engineering, computer science, and other disciplines.