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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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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.
Human sciences (algemeen) --- Journalism --- Computer science --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- Art --- computers --- grafische vormgeving --- informatica --- kunst --- maatschappij --- media --- sociale wetenschappen --- informatiesystemen --- KI (kunstmatige intelligentie) --- computerkunde --- AI (artificiële intelligentie)
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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.
Human sciences (algemeen) --- Journalism --- Computer science --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- Art --- computers --- grafische vormgeving --- informatica --- kunst --- maatschappij --- media --- sociale wetenschappen --- informatiesystemen --- KI (kunstmatige intelligentie) --- computerkunde --- AI (artificiële intelligentie)
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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.
Computer assisted instruction --- Audiovisual methods --- Teaching --- Programming --- Computer architecture. Operating systems --- onderwijstechnologie --- onderwijs --- computerondersteund onderwijs --- opvoeding --- hardware --- interfaces
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This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.
Sociology of cultural policy --- Programming --- Computer. Automation --- cultureel erfgoed --- computers --- informatica --- maatschappij --- interfaces
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