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This edited book introduces readers to the area of “Everyday Virtual and Augmented Reality”. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challenges encompass the design and implementation of appropriate VR/AR applications for ordinary environments that were not built with the explicit intention of supporting VR systems. The everyday/domestic environments present a range of issues that are usually not present in the physical locations purposed for VR and AR use in academic or professional environments, such as constrained spaces, presence of obstacles, absence of instrumentation, social and organizational restrictions etc. To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of the field, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the globe and platforms, provide a comprehensive discussion on scientific and engineering methods, which enable the development of VR/AR systems in everyday context.
Programming --- Computer. Automation --- computers --- informatica --- maatschappij --- interfaces --- Augmented reality. --- Virtual reality. --- Realitat augmentada --- Realitat virtual
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The Springer Handbook of Augmented Reality presents a comprehensive and authoritative guide to augmented reality (AR) technology, its numerous applications, and its intersection with emerging technologies. This book traces the history of AR from its early development, discussing the fundamentals of AR and its associated science. The handbook begins by presenting the development of AR over the last few years, mentioning the key pioneers and important milestones. It then moves to the fundamentals and principles of AR, such as photogrammetry, optics, motion and objects tracking, and marker-based and marker-less registration. The book discusses both software toolkits and techniques and hardware related to AR, before presenting the applications of AR. This includes both end-user applications like education and cultural heritage, and professional applications within engineering fields, medicine and architecture, amongst others. The book concludes with the convergence of AR with other emerging technologies, such as Industrial Internet of Things and Digital Twins. The handbook presents a comprehensive reference on AR technology from an academic, industrial and commercial perspective, making it an invaluable resource for audiences from a variety of backgrounds. .
Electronics --- Applied physical engineering --- Business policy --- Business management --- Programming --- Computer. Automation --- computervisie --- fabrieken --- organisatiemanagement --- signal processing --- informatica --- management --- organisatiecultuur --- algoritmen --- signaalprocessoren --- signaalverwerking --- interfaces --- Augmented reality. --- Realitat augmentada
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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”. .
Programming --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- informatica --- KI (kunstmatige intelligentie) --- interfaces --- Artificial intelligence. --- Augmented reality. --- AI (artificiële intelligentie) --- Artificial intelligence --- Augmented reality --- Realitat augmentada --- Intel·ligència artificial
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Definition for immersive media Economic characteristics for media innovations User experience and presence experience in real world Analysis of success factors on user and producer level Augmented and virtual reality are media innovations with specific characteristics. They create an immersion for the user, as the user is immersed in the medium and its 360° environment. To develop content and applications for AR and VR successfully, various factors must be in alignment: the users need and experience in the 360° environment, the story, and the type of media usage. Content producers face novel challenges in content development, method selection, and teamwork in the development process. Target groups Students Companies Advertising agencies Media industry Content producers who want to learn more about immersive media or are looking for concrete help The author Elle Langer is an experienced and award-winning innovation manager for media and communication products. She has developed and produced numerous non-fiction formats and documentaries for national and international clients. Since 2014, she specializes in the immersive media AR and VR. As the founder and CEO of "pimento formate" she supports companies in VR and AR projects for edutainment, art, music, mental health and various communication projects. As a board member of Virtual Reality Berlin-Brandenburg e.V. she played a major role to establish the immersive media landscape in Germany. This book is a translation of the original German 1st edition Medieninnovationen AR und VR by Elle Langer, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com) This English Book was corrected finally by Stephanie Manz and the author Elle Langer. .
Programming --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- computervisie --- applicatiebeheer --- apps --- grafische vormgeving --- informatica --- landbouw --- multimedia --- architectuur (informatica) --- interfaces --- Multimedia systems. --- User interfaces (Computer systems). --- Human-computer interaction. --- Computer graphics. --- Computer vision. --- Application software. --- Multimedia Information Systems. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Computer Vision. --- Computer and Information Systems Applications. --- User interfaces (Computer systems) --- Realitat augmentada --- Realitat virtual --- Interfícies d'usuari (Sistemes d'ordinadors)
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This volume focuses on games to manage and facilitate rehabilitation. It emphasizes user practice, attitudes, and experience, and their changing place within developing rehabilitation frameworks. It looks at how users have adopted, integrated, and innovated with games to facilitate rehabilitation. Topics include game technology, game design and accessibility, web-based technologies vs pervasive and mobile technologies, social and collaborative aspects, and rehabilitative outcome. Games for rehabilitation are gaining interest from different communities such as medicine, psychology, and rehabilitation. A distinction can be made between games specifically made for rehabilitative purposes and games made for the general public but that are used in rehabilitation as well. Games have allowed the building of new/complementary forms for rehabilitation and offered new options to produce rehabilitative activities and experiences.
Medical sciences. --- Neuropsychology. --- Application software. --- Physical therapy. --- Occupational therapy. --- Clinical health psychology. --- Health Sciences. --- Computer and Information Systems Applications. --- Physiotherapy. --- Occupational Therapy. --- Health Psychology. --- Medical sciences --- Neuropsychology --- Application software --- Physical therapy --- Occupational therapy --- Clinical health psychology --- Neuropsicologia --- Teràpia ocupacional --- Fisioteràpia --- Psicologia de la salut --- Realitat virtual --- Jocs --- Rehabilitació --- Psicologia mèdica.
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