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Virtual Reality: Scientific and Technological Challenges
1995
Committee on Virtual Reality Research and Development and National Research Council, ed. Virtual Reality: Scientific and Technological Challenges. Atlanta, USA: The National Academies Press, 1995.
Virtual Scenography: The Actor/Audience/Computer Interface
1996
Reaney, Mark. Virtual Scenography: The Actor/Audience/Computer Interface Theatre Design and Technology 32, no. 1 (Winter 1996): 36-43.
Vis. [un]necessary force_4. Artistic practice and communities immersed in search processes for victims of enforced disappearance in Mexico
2020
Sanchez Cardona, LM. Vis. [un]necessary force_4. Artistic practice and communities immersed in search processes for victims of enforced disappearance in Mexico In Seven experiences of listening and protest in artistic practices, edited by Ana
Visionen der Mediengesellschaft
2002
Weibel, Peter. Visionen der Mediengesellschaft In Konzert. Klangkunst. Computer. Wandel der musikalischen Wirklichkeit, edited by Darmstadt Institut für Neue Musik und Musikerziehung, 9-17. Mainz, DE: Schott Music, 2002.
Visualization in the Life Sciences
2006
Cox, Donna. Visualization in the Life Sciences In Aesthetic Computing, edited by Paul FishwickThe Leonardo Book Series, , 89-14. Cambridge, MASS: MIT Press, 2006.
Was Computer nicht können. Die Grenzen künstlicher Intelligenz
1989
Dreyfus, Hubert L.. Was Computer nicht können. Die Grenzen künstlicher Intelligenz. Frankfurt/ Main: Athenäum, 1989.
Was haben die Medien, der Computer und die Realität miteinander zu tun?
1998
Krämer, Sybille. Was haben die Medien, der Computer und die Realität miteinander zu tun? In Medien, Computer, Realität. Wirklichkeitsvorstellungen und Neue Medien, edited by Sybille Krämer, 9-26. Frankfurt/Main: Suhrkamp Verlag, 1998.
Wearables and Detection of Falls: A Comparison of Machine Learning Methods and Sensors Positioning
2022
PINTO, ARTHUR B. A and GILDA A DE ASSIS and LUIZ C. B TORRES and THOMAS BELTRAME. Wearables and Detection of Falls: A Comparison of Machine Learning Methods and Sensors Positioning NEURAL PROCESSING LETTERS 1 (2022): 1-15.
Web-Mindscape and REFLEXION – In Sync/Out of Sync – : Biofeedback and Physical Computing in Interactive New Media Art
2021
Gernemann-Paulsen, Andreas and Claudia Robles-Angel and Uwe Seifert. Web-Mindscape and REFLEXION – In Sync/Out of Sync – : Biofeedback and Physical Computing in Interactive New Media Art Proceedings EAI (2021).
What Computer Games Can and Can´t Do
2000
Juul, Jesper. What Computer Games Can and Can´t Do In Digital Arts and Culture Conference in Bergen, August 2nd-4th 2000, Bergen: 2000.
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