Virtual Realities

International Dagstuhl Seminar, Dagstuhl Castle, Germany, June 9-14, 2013, Revised Selected Papers

  • Guido Brunnett
  • Sabine Coquillart
  • Robert van Liere
  • Gregory Welch
  • Libor Váša

Part of the Lecture Notes in Computer Science book series (LNCS, volume 8844)

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 8844)

Table of contents

  1. Front Matter
    Pages I-VIII
  2. VR Environments

    1. Front Matter
      Pages 1-1
    2. Wolfgang Broll, Jan Herling
      Pages 3-15
    3. A. I. Ginnis, K. V. Kostas, C. G. Politis, P. D. Kaklis
      Pages 33-55
    4. Uwe Freiherr von Lukas, John Quarles, Panagiotis Kaklis, Tim Dolereit
      Pages 56-76
  3. Interaction and User Experience

  4. Virtual Humans

    1. Front Matter
      Pages 131-131
    2. Charles E. Hughes, Arjun Nagendran, Lisa A. Dieker, Michael C. Hynes, Gregory F. Welch
      Pages 133-146
    3. Marcelo Kallmann, Carlo Camporesi, Jay Han
      Pages 147-168
    4. Samer Salamah, Liang Zhang, Guido Brunnett
      Pages 169-186
  5. Tele-Existence

    1. Front Matter
      Pages 213-213
    2. Arjun Nagendran, Gregory Welch, Charles Hughes, Remo Pillat
      Pages 215-228
    3. Susumu Tachi
      Pages 229-259
  6. Back Matter
    Pages 261-261

About this book


Virtual reality (VR) is a multidisciplinary area of research aimed at interactive human–computer-mediated simulations of artificial environments. An important aspect of VR-based systems is the stimulation of the human senses – usually sight, sound, and touch – in such a way that a user feels a sense of presence in the virtual environment. Sometimes it is important to combine real and virtual objects in the same real or virtual environment. This approach is often referred to as augmented reality (AR), when virtual objects are integrated into a real environment. Typical VR applications include simulation, training, scientific visualization, and entertainment, whereas typical AR applications include computer-aided manufacturing or maintenance and computer-aided surgery or medicine.

This book comprises a collection of research and position papers presented at Dagstuhl Seminar 13241 on Virtual Realities, held at Schloss Dagstuhl, Germany, in June 2013. The 13 papers in this volume were carefully reviewed and selected from 18 submissions. They are organized in topical sections on: VR environments; interactions and user experience; virtual humans; and tele-existence.


3D user interfaces activitiy recognition augmented reality avatars broadcasting character animation experimentation human computer interaction human motion immersion interaction mixed reality perception postproduction tele-existence tele-presence user-experience virtual humans vitrual reality

Editors and affiliations

  • Guido Brunnett
    • 1
  • Sabine Coquillart
    • 2
  • Robert van Liere
    • 3
  • Gregory Welch
    • 4
  • Libor Váša
    • 5
  1. 1.TU ChemnitzChemnitzGermany
  2. 2.Inria Rhône-AlpesSaint Ismier CedexFrance
  3. 3.CWI - AmsterdamAmsterdamThe Netherlands
  4. 4.The University of Central FloridaOrlandoUSA
  5. 5.Technische Universität ChemnitzChemnitzGermany

Bibliographic information

  • DOI
  • Copyright Information Springer International Publishing Switzerland 2015
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science Computer Science (R0)
  • Print ISBN 978-3-319-17042-8
  • Online ISBN 978-3-319-17043-5
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • Buy this book on publisher's site
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