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Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
Augmented reality. --- Computer art --- Computer graphics --- Data processing. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Art, Computer --- Computer craft --- Digital art --- New media art --- AR (Augmented reality) --- Computer-augmented reality --- Mixed reality --- Digital techniques --- Computer science. --- Arts. --- Information systems. --- Computer graphics. --- User Interfaces and Human Computer Interaction. --- Media Design. --- Computer Appl. in Arts and Humanities. --- Computers and Society. --- Computer Graphics. --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Informatics --- Science --- User interfaces (Computer systems). --- Multimedia systems . --- Application software. --- Computers and civilization. --- Civilization and computers --- Civilization --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Reality --- Arts, Primitive --- User interfaces (Computer systems) --- Multimedia systems.
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This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, and contains 5 new chapters. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
Augmented reality. --- Computer art. --- Computer graphics. --- Computer science. --- Arts. --- User interfaces (Computer systems). --- Application software. --- Computers and civilization. --- Multimedia systems. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Media Design. --- Computer Appl. in Arts and Humanities. --- Computers and Society. --- Computer Graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Art, Computer --- Computer craft --- Digital art --- New media art --- AR (Augmented reality) --- Computer-augmented reality --- Mixed reality --- Digital techniques --- Augmented reality --- Computer graphics --- 770.7 --- 528.52 --- augmented reality --- User interfaces (Computer systems) --- interfaces --- kunst --- kunst ; 20e eeuw --- kunst ; 21e eeuw --- Nieuwe media --- stadsontwikkeling --- stadsplanning --- graffiti --- computers --- computerkunst --- software --- technologie --- techniek --- robotten --- robots --- interactieve media --- interactiviteit --- interaction design --- interactief design --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- interaction design, participatory design, social design --- informatica-data-,telecommunicatie, internet, ontw., programmeren, beheren van internetsites --- Information systems. --- Reality --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Informatics --- Science --- robotica --- automatisering --- Multimedia systems . --- Civilization and computers --- Civilization --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Arts, Primitive --- Realitat augmentada --- Art per ordinador
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This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games. .
Pokémon Go (Game) --- Video games --- Augmented reality. --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Social aspects. --- Computer science. --- Computer games—Programming. --- Education. --- User Interfaces and Human Computer Interaction. --- Game Development. --- Computers and Education. --- Computer games --- Programming. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- Education --- Computer game programming --- Game programming (Computer games) --- Computer programming --- User interfaces (Computer systems). --- Education—Data processing. --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games. .
Augmented reality. --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Computer science. --- Computer games—Programming. --- Education. --- Medical records --- User Interfaces and Human Computer Interaction. --- Game Development. --- Computers and Education. --- Health Informatics. --- Data processing. --- Computer games --- Programming. --- EHR systems --- EHR technology --- EHRs (Electronic health records) --- Electronic health records --- Electronic medical records --- EMR systems --- EMRs (Electronic medical records) --- Information storage and retrieval systems --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- Medical care --- Education --- Computer game programming --- Game programming (Computer games) --- Computer programming --- User interfaces (Computer systems). --- Education—Data processing. --- Health informatics. --- Clinical informatics --- Health informatics --- Medical information science --- Information science --- Medicine --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Data processing
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This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
Virtual reality in education. --- Education --- User interfaces (Computer systems). --- Educational technology. --- Education—Data processing. --- Special purpose computers. --- User Interfaces and Human Computer Interaction. --- Technology and Digital Education. --- Computers and Education. --- Special Purpose and Application-Based Systems. --- Special purpose computers --- Computers --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Aids and devices --- User interfaces (Computer systems) --- Computers, Special purpose.
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Augmented reality. --- Tourism --- Cultural property --- Museum exhibits --- Technological innovations. --- Display techniques --- Displays, Museum --- Museum displays --- Museums --- Exhibitions --- Museum techniques --- Cultural heritage --- Cultural patrimony --- Cultural resources --- Heritage property --- National heritage --- National patrimony --- National treasure --- Patrimony, Cultural --- Treasure, National --- Property --- World Heritage areas --- Holiday industry --- Operators, Tour (Industry) --- Tour operators (Industry) --- Tourism industry --- Tourism operators (Industry) --- Tourist industry --- Tourist trade --- Tourist traffic --- Travel industry --- Visitor industry --- Service industries --- National tourism organizations --- Travel --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Economic aspects
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This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today’s world – Artificial Intelligence (AI) and Augmented Reality (AR). It is written by a team of 50 researchers and practitioners from 16 countries, which has enabled a thorough coverage of emerging or previously unexplored subject areas. The authors consider practical, theoretical, and cultural aspects of “AI-powered AR” and “AR-enriched AI”, and their usage in a large variety of areas, such as education, medicine, healthcare, dentistry, pharmacy, active lifestyle, smart services, fashion, retail, recommender systems, and several others. Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies is essential reading not only for researchers, practitioners and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in building a comprehensive understanding of the emerging fields of “intelligent augmented environments” and “artificial intelligence presented by augmented reality”. .
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This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
Journalism --- Programming --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- Art --- applicatiebeheer --- apps --- computers --- grafische vormgeving --- informatica --- kunst --- landbouw --- maatschappij --- media --- architectuur (informatica) --- interfaces --- Augmented reality. --- Computer art --- Technique. --- Realitat augmentada --- Art per ordinador
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Correcting the Great Mistake People often mistake one thing for another. That’s human nature. However, one would expect the leaders in a particular field of endeavour to have superior abilities to discriminate among the developments within that field. 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 first 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 information 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 first two initials, “VR”, created expectations of sprawling, photorealistic fantasy 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.
Computer graphics. --- SVG (Document markup language) --- XML (Document markup language) --- Semantic Web. --- Information visualization. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques --- Data visualization --- Visualization of information --- Information science --- Visual analytics --- Semantic integration (Computer systems) --- Semantic networks (Information theory) --- World Wide Web --- Microformats --- Extendible Markup Language (Document markup language) --- eXtensible Markup Language (Document markup language) --- Document markup languages --- Scalable Vector Graphics (Document markup language) --- XML --- Computer science. --- Multimedia systems. --- Optical pattern recognition. --- User Interfaces and Human Computer Interaction. --- Multimedia Information Systems. --- Computer Graphics. --- Information Systems Applications (incl. Internet). --- Pattern Recognition. --- Optical data processing --- Pattern perception --- Perceptrons --- Visual discrimination --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- User interfaces (Computer systems). --- Multimedia information systems. --- Application software. --- Pattern recognition. --- Design perception --- Pattern recognition --- Form perception --- Perception --- Figure-ground perception --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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This pioneering book deals specifically with the visualization of the Second-Generation Web. Now in its second edition it has been completely revised and updated, and includes extensive new material. It focuses on key topics including: • Visualization of semantic and structural information and metadata in the context of the emerging Semantic Web • Ontology-based information visualization and the use of graphically represented ontologies • Semantic visualizations using topic maps and graph techniques • Web Services, e-commerce and web search applications • Recommender systems for filtering and recommending on the Semantic Web • SVG and X3D as new XML-based languages for 2D and 3D visualisations • Methods used to construct and visualize high quality metadata and ontologies • Navigating and exploring XML documents using interactive multimedia interfaces • The use of semantic association networks as well as social networks on the Second-Generation Web • Semantically enhanced solutions for the medical community • Semantic-oriented use of existing visualization methods The design of visual interfaces for e-commerce and information retrieval is currently a challenging area of practical web development. Most of the techniques and methods discussed can be applied now, making this book essential reading for web developers and end users as well as visualisation researchers.
Web site development. --- Visualization. --- Internet. --- XML (Document markup language) --- Semantic Web. --- Extendible Markup Language (Document markup language) --- eXtensible Markup Language (Document markup language) --- Document markup languages --- DARPA Internet --- Internet (Computer network) --- Wide area networks (Computer networks) --- World Wide Web --- Visualisation --- Imagery (Psychology) --- Imagination --- Visual perception --- Development of Web sites --- Web sites --- Internet programming --- Semantic integration (Computer systems) --- Semantic networks (Information theory) --- Microformats --- Development --- Computer science. --- Computer graphics. --- Multimedia systems. --- Optical pattern recognition. --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Multimedia Information Systems. --- Pattern Recognition. --- Optical data processing --- Pattern perception --- Perceptrons --- Visual discrimination --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Informatics --- Science --- Digital techniques --- Application software. --- User interfaces (Computer systems). --- Multimedia information systems. --- Pattern recognition. --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Design perception --- Pattern recognition --- Form perception --- Perception --- Figure-ground perception
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