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This book constitutes the proceedings of the 5th International Conference, AsiaHaptics 2022, in Beijing, China, in November 2022.The 17 full papers included in this volume were carefully reviewed and selected from 46 submissions. The conference presents the latest developments of haptic hardware in education, culture, tourism, medicine, elderly care and disability assistance.
Virtual reality. --- Augmented reality. --- Virtual and Augmented Reality.
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Dieser Sammelband zum Projekt „Augmented Reality in flexiblen Dienstleistungsprozessen" (ARinFLEX) zeigt Anwendungsfälle für Dienstleistungsinnovationen in Pflege und industrieller Wartung auf. Die Autoren entwickeln Ideen, Konzepte und Prototypen für innovative Dienstleistungen mittels Augmented Reality und evaluieren diese in verschiedenen Kontexten. Der Sammelband bietet Grundlagen, Kontext und methodische Unterstützung zur Digitalisierung von Dienstleistungen in Pflege und industrieller Wartung. Der Inhalt Die Zielgruppen Die Herausgeber Prof.Dr. Manuel Wiesche lehrt an der Technischen Universität Dortmund, Lehrstuhl für Digitale Transformation. Prof. Dr. Isabell Welpe ist Inhaberin des Lehrstuhls für Strategie und Organisation der Technischen Universität München. Prof. Dr. Hartmut Remmers ist Inhaber der Professur für Pflegewissenschaft an der Universität Osnabrück. Prof. Dr. Helmut Krcmar ist Inhaber des Lehrstuhls für Wirtschaftsinformatik der Technischen Universität München und Gründungsdekan des TUM Campus Heilbronn.München und wissenschaftlicher Geschäftsführer des Instituts fortiss.
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This book collects contributions which showcase the impact of new augmented reality (AR) and artificial intelligence (AI) technologies considered jointly in the fields of cultural heritage and innovative design. AR is an alternative path of analysis and communication if applied to several fields of research, in particular if related to space and artifacts in it. This happens because the neural network development strengthens the relationship between augmented reality and artificial intelligence, creating processes close to human thought in shorter times. In the last years, the AR/AI expansion and the future scenarios have raised a deep trans-disciplinary speculation. The disciplines of representation (drawing, surveying, visual communication), as a convergence place of multidisciplinary theoretical and applicative studies related to architecture, city, environment, tangible and intangible cultural heritage, are called to contribute to the international debate. The book chapters deal with augmented reality and artificial intelligence, analyzing their connections as research tools for knowing the environment. In particular, the topics focus on the intersection between real and virtual world and on the heuristic role of drawing in the enhancement and management of cultural heritage, in planning and monitoring the architecture, the environment, or the infrastructures. Scientists involved in AR and AI research applied separately or together in the field of cultural heritage, architectural design, urban planning, and infrastructures analysis, as well as members of public and private organizations make up interdisciplinary groups that fuel the discussion focusing on the priorities and aims of the research related to the disciplines of representation.
Buildings --- Cultural property. --- Virtual reality. --- Augmented reality. --- Building Construction and Design. --- Cultural Heritage. --- Virtual and Augmented Reality. --- Design and construction.
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This open access book offers a timely snapshot of Augmented Reality (AR) technology, with an emphasis on its application within the mechanical and manufacturing engineering domains, for both educational and industrial purposes. Reporting on the experience of the authors, the book introduces readers to the principles of product design, with an emphasis on modern strategies and approaches for user-centered design, creativity, and design for manufacturing and sustainability. It guides to the application augmented reality and visualization techniques in the design process. In turn, it describes an AR mobile application developed by the authors to transform 2D drawings into dynamic 3D objects. The book also includes exercises. All in all, this book offers a practice-oriented guide to Augmented Reality applications in mechanical engineering and education, addressing advanced undergraduate students, lecturers, and professionals in the engineering field. This is an open access book.
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Strategic planning. --- Leadership. --- Electronic commerce. --- Virtual reality. --- Augmented reality. --- Business Strategy and Leadership. --- E-Business. --- Virtual and Augmented Reality.
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As technology continues to advance, the Internet is evolving into what is often referred to as Web 3.0. This book aims to achieve three main objectives, first, it introduces Web 3.0 systematically and comprehensively, providing readers with a foundational understanding of its concepts and characteristics. Second, it analyzes the inevitability and development necessity of Web 3.0, as well as its potential future possibilities and transformative effects. Finally, it explores Web 3.0 through comparative analysis, discussing its relationship with the metaverse as well as how individuals and organizations can seize the opportunities presented by Web 3.0. Various topics related to Web 3.0, including its infrastructure, development facilities, scenario applications, technology stacks, and industry applications such as decentralized applications (DApps) and Software-as-a-Service (SaaS) platforms are presented in the book. It delves into the ecosystem of Web 3.0, discussing decentralized autonomous organizations (DAOs), open finance (DeFi), cryptocurrencies, token economy, digital identity, creator economy, attention economy, and cyber-physical and human systems. Additionally, it addresses governance issues, security challenges, development challenges, and legal and regulatory aspects associated with Web 3.0. Overall, Web 3.0: Concept, Content and Context provides readers with a comprehensive understanding of Web 3.0, its potential implications, and the opportunities for new industry models and business opportunities in the evolving Internet era. .
Blockchains (Databases). --- Virtual reality. --- Augmented reality. --- Machine learning. --- Blockchain. --- Virtual and Augmented Reality. --- Machine Learning. --- Blockchains (Databases)
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This book systematically reviews the progress of Explainable Ambient Intelligence (XAmI) and introduces its methods, tools, and applications. Ambient intelligence (AmI) is a vision in which an environment supports the people inhabiting it in an unobtrusive, interconnected, adaptable, dynamic, embedded, and intelligent way. So far, artificial intelligence (AI) technologies have been widely applied in AmI. However, some advanced AI methods are not easy to understand or communicate, especially for users with insufficient background knowledge of AI, which undoubtedly limits the practicability of these methods. To address this issue, explainable AI (XAI) has been considered a viable strategy. Although XAI technologies and tools applied in other fields can also be applied to explain AI technology applications in AmI, users should be the main body in the application of AmI, which is slightly different from the application of AI technologies in other fields. This book contains real case studies of the application of XAml and is a valuable resource for students and researchers. .
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Explore Meta Spark Studio, a program used for augmented reality (AR) effect creation and deployment across multiple social media channels. This beginner’s guide to AR development focuses on practical, project-based learning — no prior coding or design experience is required. You will start by learning the fundamentals of AR as a whole and become familiar with key terminology and core concepts, building a baseline understanding of the technology overall. Using that foundational knowledge, you’ll embark on step-by-step tutorials and get hands-on with building AR effects. Projects include selfie effects that react to facial expressions and target tracking effects that respond to images detected in the real-world environment. You’ll also learn how to create an entire AR game, including animations and scoring. Along the way, you’ll learn techniques for how to customize each one of these projects to fit your own unique vision. Additionally, you’ll become familiar with the ways to publish and share these creations with others. With access to this technology being available in nearly every smartphone, the world of AR is expanding every day. Now is a great time to tell your creative story through this new medium. You will: • Create a face tracking project that reacts to facial expressions • Build a target tracking project that responds to images in the real world • Develop a complete AR game with animations and scoring • Customize project templates with alternative assets and parameters • Understand how to package these effects for official publishing through social media platforms.
Application software --- Augmented reality. --- Development. --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Development of application software --- Virtual reality. --- Virtual and Augmented Reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Mathematics
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This book explores the applications of virtual reality technologies in building design and offsite construction. Its focus is on how small and medium-sized architectural and construction practices with limited budgets and time can implement innovation through visualisation creation. Virtual reality technologies, known as empathy machines, offer a productive interaction process for clients and professionals. Gaming and simulation have already proven their efficacy in solving problems in science and business. However, the next challenge is designing data-rich virtual environments that can enhance clients' spatial understanding, simplify architect-client communications, provide customisation options, consolidate quantification, and export data directly to manufacturers' software, minimizing fragmentation across the entire building information management (BIM) lifecycle. With this book, architects and construction professionals can learn how to leverage virtual reality technologies to improve their work processes and enhance client engagement. Whether you're new to virtual reality or an experienced practitioner, this book provides valuable insights and practical tips to help you harness the power of this exciting technology.
Construction industry—Management. --- Civil engineering. --- Virtual reality. --- Augmented reality. --- Construction Management. --- Civil Engineering. --- Virtual and Augmented Reality. --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Engineering --- Public works
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This book concisely describes the technologies, human perception, and cognition issues relevant to autonomous vehicles. It also gives an insight in the changes bring about our future everyday lives. Autonomous vehicles are the future of the automobile industry. Automated driving (AD), also called self-driving, raises however several multiple questions, among them those of user safety and acceptation. Comprehensive HMI system design, with windshield display technics, will be necessary to deal with driving task delegations, bringing the use of VR or augmented reality (AR) technologies. In addition, the use of VR for all the vehicle interiors will progressively be proposed for entertainment, online business activities and for modified visual motion perception to alleviate car sickness, a form of motion sickness. Indeed, car sickness is already well known for many passengers, especially when reading or operating smartphones or other display devices. It is called to increase significantly with the introduction of autonomous vehicles where all users will be for long periods in various sitting positions. These two new trends, AD and VR, are already modifying our relationship with the world and the society. All together, they will change our way of life forever. The book will be of interest to professionals in the auto industry, researchers in automotive engineering and computer science and all those interested in the future of transport.
Automated vehicles. --- Virtual reality. --- Automotive engineering. --- Computer graphics. --- Augmented reality. --- Neurology. --- Cooperating objects (Computer systems). --- Biomedical engineering. --- Automotive Engineering. --- Computer Graphics. --- Virtual and Augmented Reality. --- Cyber-Physical Systems. --- Biomedical Engineering and Bioengineering.
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