Author: Marcus Magnor
Publisher: Springer Nature
ISBN: 3030418162
Category : Computers
Languages : en
Pages : 361
Book Description
With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.
Real VR – Immersive Digital Reality
Author: Marcus Magnor
Publisher: Springer Nature
ISBN: 3030418162
Category : Computers
Languages : en
Pages : 361
Book Description
With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.
Publisher: Springer Nature
ISBN: 3030418162
Category : Computers
Languages : en
Pages : 361
Book Description
With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.
Cases on Immersive Virtual Reality Techniques
Author: Yang, Kenneth C.C.
Publisher: IGI Global
ISBN: 1522559132
Category : Computers
Languages : en
Pages : 381
Book Description
As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.
Publisher: IGI Global
ISBN: 1522559132
Category : Computers
Languages : en
Pages : 381
Book Description
As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.
Reality Check
Author: Jeremy Dalton
Publisher: Kogan Page Publishers
ISBN: 1789666341
Category : Business & Economics
Languages : en
Pages : 249
Book Description
Discover THE next big competitive advantage in business: learn how augmented and virtual reality can put your business ahead. Augmented reality (AR) and virtual reality (VR) are part of a new wave of immersive technologies that offer huge opportunities for businesses, across industries and regardless of their size. Most people think of AR or VR as a new development in video gaming like Pokémon GO, or an expensive marketing campaign by the Nikes of the world. The truth is, businesses of any size can put these new technologies to immediate use in areas that include: - Learning and development - Remote collaboration and assistance - Visualization of remote assets and environments - Sales and marketing - Consumer behaviour research Reality Check dispels the common misconceptions of AR and VR, such as them being too expensive or not easily scalable, and details how business leaders can integrate them into their business to deliver more efficient, impactful and cost-effective business solutions. The up and coming voice of AR and VR for businesses, Jeremy Dalton, uses case studies from organizations all over the world including Cisco, Ford, GlaxoSmithKline, La Liga and Vodafone to showcase the practical uses of immersive technologies. Reality Check makes cutting-edge technology accessible and grounds them into the everyday workings of normal businesses. It is your one-stop non-technical guide to incredibly exciting new technologies that will deliver results.
Publisher: Kogan Page Publishers
ISBN: 1789666341
Category : Business & Economics
Languages : en
Pages : 249
Book Description
Discover THE next big competitive advantage in business: learn how augmented and virtual reality can put your business ahead. Augmented reality (AR) and virtual reality (VR) are part of a new wave of immersive technologies that offer huge opportunities for businesses, across industries and regardless of their size. Most people think of AR or VR as a new development in video gaming like Pokémon GO, or an expensive marketing campaign by the Nikes of the world. The truth is, businesses of any size can put these new technologies to immediate use in areas that include: - Learning and development - Remote collaboration and assistance - Visualization of remote assets and environments - Sales and marketing - Consumer behaviour research Reality Check dispels the common misconceptions of AR and VR, such as them being too expensive or not easily scalable, and details how business leaders can integrate them into their business to deliver more efficient, impactful and cost-effective business solutions. The up and coming voice of AR and VR for businesses, Jeremy Dalton, uses case studies from organizations all over the world including Cisco, Ford, GlaxoSmithKline, La Liga and Vodafone to showcase the practical uses of immersive technologies. Reality Check makes cutting-edge technology accessible and grounds them into the everyday workings of normal businesses. It is your one-stop non-technical guide to incredibly exciting new technologies that will deliver results.
Being Really Virtual
Author: Frank Steinicke
Publisher: Springer
ISBN: 3319430785
Category : Computers
Languages : en
Pages : 175
Book Description
This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.
Publisher: Springer
ISBN: 3319430785
Category : Computers
Languages : en
Pages : 175
Book Description
This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.
Augmented Reality and Virtual Reality
Author: M. Claudia tom Dieck
Publisher: Springer Nature
ISBN: 303068086X
Category : Business & Economics
Languages : en
Pages : 312
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 : 312
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.
Virtual Reality and Mixed Reality
Author: Patrick Bourdot
Publisher: Springer Nature
ISBN: 3030907392
Category : Computers
Languages : en
Pages : 177
Book Description
This book constitutes the refereed proceedings of the 18th International Conference on Virtual Reality and Mixed Reality, EuroXR 2021, held in Valencia, Spain, in November 2021. The 8 full and 4 short papers were carefully reviewed and selected from 31 submissions. The conference presents contributions on virtual reality, mixed reality, augmented reality, collaborative virtual environment, tangible user interface, CAD model processing, and others. The papers are organized in the blocks named: Perception and Cognition; Interactive Techniques; Tracking and Rendering; Use case and User study; Short papers.
Publisher: Springer Nature
ISBN: 3030907392
Category : Computers
Languages : en
Pages : 177
Book Description
This book constitutes the refereed proceedings of the 18th International Conference on Virtual Reality and Mixed Reality, EuroXR 2021, held in Valencia, Spain, in November 2021. The 8 full and 4 short papers were carefully reviewed and selected from 31 submissions. The conference presents contributions on virtual reality, mixed reality, augmented reality, collaborative virtual environment, tangible user interface, CAD model processing, and others. The papers are organized in the blocks named: Perception and Cognition; Interactive Techniques; Tracking and Rendering; Use case and User study; Short papers.
Virtual Memory
Author: Homay King
Publisher: Duke University Press
ISBN: 082237515X
Category : Art
Languages : en
Pages : 214
Book Description
In Virtual Memory, Homay King traces the concept of the virtual through the philosophical works of Henri Bergson, Gilles Deleuze, and Giorgio Agamben to offer a new framework for thinking about film, video, and time-based contemporary art. Detaching the virtual from its contemporary associations with digitality, technology, simulation, and speed, King shows that using its original meaning—which denotes a potential on the cusp of becoming—provides the means to reveal the "analog" elements in contemporary digital art. Through a queer reading of the life and work of mathematician Alan Turing, and analyses of artists who use digital technologies such as Christian Marclay, Agnès Varda, and Victor Burgin, King destabilizes the analog/digital binary. By treating the virtual as the expression of powers of potential and change and of historical contingency, King explains how these artists transcend distinctions between disembodiment and materiality, abstraction and tangibility, and the unworldly and the earth-bound. In so doing, she shows how their art speaks to durational and limit-bound experience more than contemporary understandings of the virtual and digital would suggest.
Publisher: Duke University Press
ISBN: 082237515X
Category : Art
Languages : en
Pages : 214
Book Description
In Virtual Memory, Homay King traces the concept of the virtual through the philosophical works of Henri Bergson, Gilles Deleuze, and Giorgio Agamben to offer a new framework for thinking about film, video, and time-based contemporary art. Detaching the virtual from its contemporary associations with digitality, technology, simulation, and speed, King shows that using its original meaning—which denotes a potential on the cusp of becoming—provides the means to reveal the "analog" elements in contemporary digital art. Through a queer reading of the life and work of mathematician Alan Turing, and analyses of artists who use digital technologies such as Christian Marclay, Agnès Varda, and Victor Burgin, King destabilizes the analog/digital binary. By treating the virtual as the expression of powers of potential and change and of historical contingency, King explains how these artists transcend distinctions between disembodiment and materiality, abstraction and tangibility, and the unworldly and the earth-bound. In so doing, she shows how their art speaks to durational and limit-bound experience more than contemporary understandings of the virtual and digital would suggest.
Encyclopedia of Multimedia
Author: Borko Furht
Publisher: Springer Science & Business Media
ISBN: 0387747249
Category : Computers
Languages : en
Pages : 1031
Book Description
This second edition provides easy access to important concepts, issues and technology trends in the field of multimedia technologies, systems, techniques, and applications. Over 1,100 heavily-illustrated pages — including 80 new entries — present concise overviews of all aspects of software, systems, web tools and hardware that enable video, audio and developing media to be shared and delivered electronically.
Publisher: Springer Science & Business Media
ISBN: 0387747249
Category : Computers
Languages : en
Pages : 1031
Book Description
This second edition provides easy access to important concepts, issues and technology trends in the field of multimedia technologies, systems, techniques, and applications. Over 1,100 heavily-illustrated pages — including 80 new entries — present concise overviews of all aspects of software, systems, web tools and hardware that enable video, audio and developing media to be shared and delivered electronically.
Virtual Heritage
Author: Erik Malcolm Champion
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153
Book Description
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153
Book Description
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Mental Health Virtual Reality
Author: Jessica Stone
Publisher: John Wiley & Sons
ISBN: 1394278454
Category : Psychology
Languages : en
Pages : 278
Book Description
Thorough review of how virtual reality technology is transforming the field of mental health MHVR: The Power of Immersive Worlds is an expansive and highly insightful exploration into the integration of virtual reality (VR) within the spectrum of mental health offerings. This book is not merely a collection of research and examples; it is a journey through the evolution of VR, tracing its origins from visionary fiction to a substantial, transformative tool in mental health therapy. Written in a modular format with case studies included throughout, this book features contributions from well-known names in the fields of mental health and technology. Readers will learn about: How VR can help clients “paint a picture” during therapy, such as with the help of the Apple Vision Pro and similar devices Various applications of VR in the field of mental health, from suicide assessment, treatment, and prevention, to addiction, to trauma therapy in warzones Hygiene practices in cybersecurity and data management to keep client data private, safe, and secure MHVR: The Power of Immersive Worlds earns a well-deserved spot on the bookshelves of all mental health professionals seeking state-of-the-art knowledge to help improve patient outcomes, as well as all curious individuals seeking to understand more about the latest VR developments and how they can be used to change the world for the better.
Publisher: John Wiley & Sons
ISBN: 1394278454
Category : Psychology
Languages : en
Pages : 278
Book Description
Thorough review of how virtual reality technology is transforming the field of mental health MHVR: The Power of Immersive Worlds is an expansive and highly insightful exploration into the integration of virtual reality (VR) within the spectrum of mental health offerings. This book is not merely a collection of research and examples; it is a journey through the evolution of VR, tracing its origins from visionary fiction to a substantial, transformative tool in mental health therapy. Written in a modular format with case studies included throughout, this book features contributions from well-known names in the fields of mental health and technology. Readers will learn about: How VR can help clients “paint a picture” during therapy, such as with the help of the Apple Vision Pro and similar devices Various applications of VR in the field of mental health, from suicide assessment, treatment, and prevention, to addiction, to trauma therapy in warzones Hygiene practices in cybersecurity and data management to keep client data private, safe, and secure MHVR: The Power of Immersive Worlds earns a well-deserved spot on the bookshelves of all mental health professionals seeking state-of-the-art knowledge to help improve patient outcomes, as well as all curious individuals seeking to understand more about the latest VR developments and how they can be used to change the world for the better.