This is the first book devoted to both SVG and X3D as a new and universal means of visualizing information. It presents the state-of-the-art research emerging in this novel area and, to keep the book self-contained, introduces SVG and X3D fundamentals and leading authoring tools. The key topics covered include data, information, knowledge and network visualization; advanced graphical user interfaces; visualizing metadata, ontologies and the Semantic Web; new trends and paradigms in publishing and Web-based Interactive TV; displaying geographically referenced data; the advanced use of Adobe Illustrator and X3D-Edit authoring tools. This book will be essential reading not only for researchers, Web developers and graduate students but also for undergraduates and everyone who is interested in using the next-generation computer graphics on their web sites.
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This is the first book devoted to both SVG and X3D as a new and universal means of visualizing information. It presents the state-of-the-art research emerging in this novel area and introduces SVG and X3D fundamentals and leading authoring tools. The key topics covered include: - The foundations of SVG and X3D - Data, information, knowledge and network visualization - Advanced and distributed user interfaces - Visualizing metadata and the Semantic Web - Visual interfaces to Web services - New trends and paradigms in publishing and Interactive TV - Displaying geographically referenced data and chemical structures - Advanced use of Adobe Illustrator and X3D-Edit authoring tools This book will be essential reading not only for researchers, Web developers and graduate students but also for undergraduates and everyone who is interested in using the next-generation computer graphics on their websites.
Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web,VRML,has been mistaken for something else since its inception. Viewed variously as a game system,a format for architectural walkthroughs,a platform for multi-user chat and an augmentation of reality,VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online,at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,"VR",created expectations of sprawling,photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons,VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.
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Taschenbuch. Zustand: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular eld of endeavour to have superior ab- ities to discriminate among the developments within that eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The rst great graphics technology for the Web,VRML,has been mistaken for something else since its inception. Viewed variously as a game system,a format for architectural walkthroughs,a platform for multi-user chat and an augmentation of reality,VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online,at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those rst two initials,'VR',created expectations of sprawling,photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons,VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations. 312 pp. Englisch. Bestandsnummer des Verkäufers 9781849969185
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Taschenbuch. Zustand: Neu. Neuware -Correcting the Great Mistake People often mistake one thing for another. That¿s human nature. However, one would expect the leaders in a particular eld of endeavour to have superior ab- ities to discriminate among the developments within that eld. That is why it is so perplexing that the technology elite ¿ supposedly savvy folk such as software developers, marketers and businessmen ¿ have continually mistaken Web-based graphics for something it is not. The rst great graphics technology for the Web,VRML,has been mistaken for something else since its inception. Viewed variously as a game system,a format for architectural walkthroughs,a platform for multi-user chat and an augmentation of reality,VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online,at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those rst two initials,¿VR¿,created expectations of sprawling,photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons,VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 312 pp. Englisch. Bestandsnummer des Verkäufers 9781849969185
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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular eld of endeavour to have superior ab- ities to discriminate among the developments within that eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The rst great graphics technology for the Web,VRML,has been mistaken for something else since its inception. Viewed variously as a game system,a format for architectural walkthroughs,a platform for multi-user chat and an augmentation of reality,VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online,at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those rst two initials,'VR',created expectations of sprawling,photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons,VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations. Bestandsnummer des Verkäufers 9781849969185
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