Author: Ralf Doerner
Publisher: Springer
ISBN: 9783030790615
Category : Computers
Languages : en
Pages : 0
Book Description
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
Virtual and Augmented Reality (VR/AR)
Author: Ralf Doerner
Publisher: Springer
ISBN: 9783030790615
Category : Computers
Languages : en
Pages : 0
Book Description
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
Publisher: Springer
ISBN: 9783030790615
Category : Computers
Languages : en
Pages : 0
Book Description
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
Virtual Reality and Augmented Reality
Author: Bruno Arnaldi
Publisher: John Wiley & Sons
ISBN: 1786301059
Category : Computers
Languages : en
Pages : 370
Book Description
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
Publisher: John Wiley & Sons
ISBN: 1786301059
Category : Computers
Languages : en
Pages : 370
Book Description
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
Virtual Reality & Augmented Reality in Industry
Author: Dengzhe Ma
Publisher: Springer Science & Business Media
ISBN: 3642173764
Category : Computers
Languages : en
Pages : 209
Book Description
"Virtual Reality & Augmented Reality in Industry" collects the proceedings of the 2nd Sino-German Workshop on the same topic held in Shanghai on April 16-17, 2009. The papers focus on the latest Virtual Reality (VR) / Augmented Reality (AR) technology and its application in industrial processes and presents readers with innovative methods, typical case studies and the latest information on VR/AR basic research results and industrial applications, such as 3D rendering, innovative human-machine design, VR/AR methodology and new tools for assisting in industry, virtual assembly, virtual factory, training and education, etc. The book is intended for computer scientists, IT engineers as well as researchers in Mechanical Engineering. Dr. Dengzhe Ma and Dr. Xiumin Fan are both professors at Shanghai Jiao Tong University, China; Dr.-Ing. Jürgen Gausemeier is a professor of Computer-Integrated Manufacturing at the Heinz Nixdorf Institute, University of Paderborn, Germany; Dipl.-Ing. Michael Grafe is a senior engineer in the Product Engineering Research Group at the Heinz Nixdorf Institute, University of Paderborn.
Publisher: Springer Science & Business Media
ISBN: 3642173764
Category : Computers
Languages : en
Pages : 209
Book Description
"Virtual Reality & Augmented Reality in Industry" collects the proceedings of the 2nd Sino-German Workshop on the same topic held in Shanghai on April 16-17, 2009. The papers focus on the latest Virtual Reality (VR) / Augmented Reality (AR) technology and its application in industrial processes and presents readers with innovative methods, typical case studies and the latest information on VR/AR basic research results and industrial applications, such as 3D rendering, innovative human-machine design, VR/AR methodology and new tools for assisting in industry, virtual assembly, virtual factory, training and education, etc. The book is intended for computer scientists, IT engineers as well as researchers in Mechanical Engineering. Dr. Dengzhe Ma and Dr. Xiumin Fan are both professors at Shanghai Jiao Tong University, China; Dr.-Ing. Jürgen Gausemeier is a professor of Computer-Integrated Manufacturing at the Heinz Nixdorf Institute, University of Paderborn, Germany; Dipl.-Ing. Michael Grafe is a senior engineer in the Product Engineering Research Group at the Heinz Nixdorf Institute, University of Paderborn.
Augmented Reality and Virtual Reality
Author: M. Claudia tom Dieck
Publisher: Springer Nature
ISBN: 303068086X
Category : Business & Economics
Languages : en
Pages : 314
Book Description
This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
Publisher: Springer Nature
ISBN: 303068086X
Category : Business & Economics
Languages : en
Pages : 314
Book Description
This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
Augmented Reality and Virtual Reality
Author: M. Claudia tom Dieck
Publisher: Springer
ISBN: 3030062465
Category : Business & Economics
Languages : en
Pages : 328
Book Description
This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.
Publisher: Springer
ISBN: 3030062465
Category : Business & Economics
Languages : en
Pages : 328
Book Description
This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.
Reality Media
Author: Jay David Bolter
Publisher: MIT Press
ISBN: 0262045125
Category : Social Science
Languages : en
Pages : 245
Book Description
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
Publisher: MIT Press
ISBN: 0262045125
Category : Social Science
Languages : en
Pages : 245
Book Description
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
Virtual and Augmented Reality Applications in Manufacturing
Author: S.K. Ong
Publisher: Springer Science & Business Media
ISBN: 1447138732
Category : Technology & Engineering
Languages : en
Pages : 393
Book Description
Written by experts from the world’s leading institutions in the field, this is the only book to cover virtual and augmented reality in manufacturing from a manufacturing perspective, rather than a computer science angle. It details applications of state-of-the-art technologies in real industrial situations.
Publisher: Springer Science & Business Media
ISBN: 1447138732
Category : Technology & Engineering
Languages : en
Pages : 393
Book Description
Written by experts from the world’s leading institutions in the field, this is the only book to cover virtual and augmented reality in manufacturing from a manufacturing perspective, rather than a computer science angle. It details applications of state-of-the-art technologies in real industrial situations.
Practical Augmented Reality
Author: Steve Aukstakalnis
Publisher: Addison-Wesley Professional
ISBN: 0134094352
Category : Computers
Languages : en
Pages : 595
Book Description
The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.
Publisher: Addison-Wesley Professional
ISBN: 0134094352
Category : Computers
Languages : en
Pages : 595
Book Description
The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.
Virtual & Augmented Reality For Dummies
Author: Paul Mealy
Publisher: John Wiley & Sons
ISBN: 1119481422
Category : Computers
Languages : en
Pages : 356
Book Description
An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Publisher: John Wiley & Sons
ISBN: 1119481422
Category : Computers
Languages : en
Pages : 356
Book Description
An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Augmented Reality, Virtual Reality, and Computer Graphics
Author: Lucio Tommaso De Paolis
Publisher: Springer Nature
ISBN: 3030875954
Category : Computers
Languages : en
Pages : 744
Book Description
This book constitutes the refereed proceedings of the 8th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2021, held in Italy, in September 2021. Due to COVID-19 pandemic the conference was held virtually. The 38 full and 14 short papers were carefully reviewed and selected from 69 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.
Publisher: Springer Nature
ISBN: 3030875954
Category : Computers
Languages : en
Pages : 744
Book Description
This book constitutes the refereed proceedings of the 8th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2021, held in Italy, in September 2021. Due to COVID-19 pandemic the conference was held virtually. The 38 full and 14 short papers were carefully reviewed and selected from 69 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.