Augmented and Virtual Reality in Libraries

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Author: Jolanda-Pieta van Arnhem,Christine Elliott,Marie Rose

Publisher: Rowman & Littlefield

ISBN: 1538102927

Category: Language Arts & Disciplines

Page: 248

View: 6013

This book is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. It makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals in libraries, museums, and archives.

Virtual und Augmented Reality (VR / AR)

Grundlagen und Methoden der Virtuellen und Augmentierten Realität

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Author: Ralf Dörner,Wolfgang Broll,Paul Grimm,Bernhard Jung

Publisher: Springer-Verlag

ISBN: 3642289037

Category: Computers

Page: 351

View: 7916

Das Lehrbuch vermittelt die theoretischen und praktischen Grundlagen, die benötigt werden, um Virtual- und Augmented-Reality-Systeme (VR/AR) eigenständig zu realisieren oder zu erweitern. Es dient Studierenden als anschauliche Begleitlektüre zu Lehrveranstaltungen, die VR/AR thematisieren, u. a. in den Fächern Informatik, Medien oder Natur- und Ingenieurwissenschaften. Durch seinen modularen Aufbau eignet sich der Band auch für das Selbststudium und kann darüber hinaus als Nachschlagewerk verwendet werden.

Augmented und Virtual Reality. Chancen, Risiken und Entwicklungsmöglichkeiten

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Author: Tobias Hust

Publisher: GRIN Verlag

ISBN: 3668382697

Category: Computers

Page: 25

View: 7923

Studienarbeit aus dem Jahr 2016 im Fachbereich Informatik - Wirtschaftsinformatik, Note: 1,3, ASW Berufsakademie Saarland Neunkirchen, Sprache: Deutsch, Abstract: Die Techniken Augmented Reality (AR) und Virtual Reality (VR) sind momentan aktueller denn je und erhalten dank Spielen wie „Pokémon Go“ und neuen Entwicklungen wie der „Hololens“ von Microsoft immer mehr Aufmerksamkeit. Sowohl im betrieblichen, als auch im privaten Bereich erschließen sich dank der Entwicklungen immer neue Möglichkeiten, die einen hohen Mehrwert bieten können. In der Studienarbeit werden daher neben den technischen Grundlagen von AR und VR vor allem die Chancen und Risiken dieser Technologien, sowie die Einsatzmöglichkeiten im betrieblichen und privaten Umfeld erläutert. Außerdem werden weitere Entwicklungsmöglichkeiten für die Zukunft aufgezeigt.

Augmented and Virtual Reality

First International Conference, AVR 2014, Lecce, Italy, September 17-20, 2014, Revised Selected Papers

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Author: Lucio Tommaso De Paolis,Antonio Mongelli

Publisher: Springer

ISBN: 331913969X

Category: Computers

Page: 466

View: 407

This book constitutes the thoroughly revised papers of the First International Conference on Augmented and Virtual Reality, AVR 2014, held in Lecce, Italy, in September 2014. The 28 papers, 2 tutorials and 3 keynotes presented were carefully reviewed and selected from 76 submissions. They include topics from virtual/augmented/mixed reality to 3D user interfaces and the technology needed to enable these environments to a wide range of applications (medical, entertainment, military, design, manufacture, maintenance, arts and cultural heritage).

Virtual, Augmented Reality and Serious Games for Healthcare 1

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Author: Minhua Ma,Lakhmi C. Jain,Paul Anderson

Publisher: Springer Science & Business

ISBN: 3642548164

Category: Computers

Page: 568

View: 6001

There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Virtual, Augmented and Mixed Reality

9th International Conference, VAMR 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings

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Author: Stephanie Lackey,Jessie Chen

Publisher: Springer

ISBN: 3319579878

Category: Computers

Page: 568

View: 9712

This book constitutes the refereed proceedings of the 9th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 45 papers presented in this volume were organized in topical sections named: developing virtual and augmented environments; interaction techniques in VAMR; VAMR in education and training; virtual worlds and games; user experience in VAMR; and health issues in VR.

Augmented Reality, Virtual Reality, and Computer Graphics

5th International Conference, AVR 2018, Otranto, Italy, June 24–27, 2018, Proceedings

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Author: Lucio Tommaso De Paolis,Patrick Bourdot

Publisher: Springer

ISBN: 3319952706

Category: Computers

Page: 518

View: 1594

The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018. The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.

Virtual Reality and Augmented Reality

Myths and Realities

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Author: Bruno Arnaldi,Pascal Guitton,Guillaume Moreau

Publisher: John Wiley & Sons

ISBN: 1119341094

Category: Computers

Page: 370

View: 8435

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.

E-Learning and the Academic Library

Essays on Innovative Initiatives

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Author: Scott Rice,Margaret N. Gregor

Publisher: McFarland

ISBN: 1476624410

Category: Language Arts & Disciplines

Page: 200

View: 7785

Focusing on academic libraries and librarians who are extending the boundaries of e-learning, this collection of essays presents new ways of using information and communication technologies to create learning experiences for a variety of user communities. Essays feature e-learning projects involving MOOCs (massive open online courses), augmented reality, chatbots and other innovative applications. Contributors describe the process of project development, from determination of need, to exploration of tools, project design and user assessment.

Neues Lernen

Warum Faulheit und Ablenkung dabei helfen

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Author: Benedict Carey

Publisher: Rowohlt Verlag GmbH

ISBN: 3644042918

Category: Psychology

Page: 352

View: 373

Die Wissenschaft hat in den letzten Jahrzehnten vieles über den Haufen geworfen, was wir darüber zu wissen glaubten, wie das Gehirn Informationen aufnimmt und verarbeitet. Fest steht: Wir lernen von Geburt an schnell, effizient und automatisch. Weil wir diesen Vorgang unbedingt systematisieren wollen, betrachten wir Vergessen, Schlafen und Tagträumen als hinderlich. Dabei sind sie wertvolle Hilfsmittel, die den Eigenarten unseres Gehirns Rechnung tragen. Benedict Carey erklärt, mit welchen Methoden wir uns Stoffe leichter einprägen und unser problemlösendes Denken verbessern können und wie wir die Potenziale des Unbewussten möglichst effizient nutzen – lernen, ohne nachzudenken. Nebenbei erfahren wir, dass Ablenkung zu Unrecht verteufelt wird, Wiederholung keineswegs immer weiterhilft und es sinnvoll ist, sich zu Themen testen zu lassen, über die man noch gar nichts weiß. Ein äußerst unterhaltsam geschriebenes Buch voller überraschender Erkenntnisse, das zeigt: Lernen muss keine Qual sein.

Augmented Reality in Education

Bringing Interactivity to Libraries and Classrooms

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Author: Elissa Malespina

Publisher: Libraries Unlimited

ISBN: 9781440839726

Category:

Page: 125

View: 5939

Augmented reality (AR) can bring new levels of engagement to the everyday curricular unit and foster deeper understanding of educational subjects. This book explains how to create and use AR in a school setting to do just that.

Kill Decision

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Author: Daniel Suarez

Publisher: Rowohlt Verlag GmbH

ISBN: 3644495718

Category: Fiction

Page: 496

View: 3139

Sie leben nicht. Aber sie töten. Blutiger Drohnenangriff auf eine Pilgerstätte im Irak. Ein weiterer Angriff trifft eine kalifornische Universität. Die Biologin Linda McKinney ahnt nichts davon: Sie erforscht gerade eine besonders aggressive Spezies afrikanischer Ameisen, als sie mitten im Dschungel gekidnappt wird. Ihr Entführer heißt Odin, und er hat ihr offenbar das Leben gerettet. Wer sind die Mächte, die Lindas Forschungen zur Schwarmintelligenz unterdrücken wollen? Während sich in den USA grauenhafte Bombardements häufen und in den hintersten Winkeln des Planeten Millionen fliegender Tötungsmaschinen vom Band laufen, macht sich das Team um Odin und McKinney daran, die Menschheit vor der Vernichtung durch ihren eigenen technologischen Fortschritt zu retten ... Der neue Roman vom «Jules Verne des digitalen Zeitalters» (Frank Schirrmacher): visionär, verstörend, einzigartig. «Eine exemplarische Spitzenleistung eines kaum analysierten Genres. Übertreibung braucht Suarez kaum.» (Frankfurter Allgemeine Zeitung) «Mit diesem perfekten Mix aus nervenzerfetzender Spannung und verständlicher Wissenschaftlichkeit etabliert sich Daniel Suarez in diesem spannenden Thriller als der legitime Erbe von Michael Crichton.» (Publishers’ Weekly) «Ein souverän geschriebener Thriller, bei dem wir uns am Ende nicht fragen, ob diese Fiktion eines Tages Wirklichkeit wird, sondern wann.» (Kirkus Reviews) «Dieser Roman ist näher an der Wirklichkeit, als die meisten Menschen glauben.» (Wired)

Altern, Müdigkeit und Entzündungen verstehen

Wenn Immunsystem und Gehirn um die Energie im Körper ringen

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Author: Rainer H. Straub

Publisher: Springer-Verlag

ISBN: 3662557878

Category: Reference

Page: 209

View: 6423

In dem wissenschaftlichen Sachbuch erklärt der Rheumatologe und Professor für experimentelle Medizin Rainer H. Straub aus ganzheitlicher Sicht einen zentralen Konflikt im Körper: Warum der Streit um Energie uns altern lässt und zu Erschöpfung und Stresszuständen, Schlafstörungen und Gewichtsproblemen, Libidostörungen und Bluthochdruck führt. Und warum das vor allem Menschen mit chronisch entzündlichen Erkrankungen zu schaffen macht. Mit spannenden Erkenntnissen nimmt uns der Autor mit auf eine Reise zurück in die Evolutionsbiologie, in die Gegenwart der Energieregulation und in das zukunftsweisende Gebiet der Psychoneuroimmunolgie. Lernen Sie, die Zusammenhänge zwischen Entzündungsprozessen und Energieregulation im Körper zu verstehen und für Ihren Umgang mit Erkrankungen und Ihre therapeutischen Möglichkeiten Konsequenzen zu ziehen.

Understanding Augmented Reality

Concepts and Applications

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Author: Alan B. Craig

Publisher: Newnes

ISBN: 0240824105

Category: Computers

Page: 296

View: 3463

Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today’s technology. At the same time, ample examples are provided that show what is possible with current technology. Explore the different techniques, technologies and approaches used in developing AR applications Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences Some AR examples can be experienced from within the book using downloadable software

Auf den Spuren des Märchenkönigs

Gesammelte Materialien über das Leben, Wirken und Sterben König Ludwigs II. von Bayern

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Author: Peter Glowasz

Publisher: N.A

ISBN: N.A

Category: Bavaria (Germany)

Page: 587

View: 1673

Augmented Reality and Virtual Reality

Empowering Human, Place and Business

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Author: Timothy Jung,M. Claudia tom Dieck

Publisher: Springer

ISBN: 3319640275

Category: Business & Economics

Page: 384

View: 8287

This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the International AR & VR Conference held in Manchester, UK, in February 2017, the book advances the state of the art in AR and VR technologies and their applications in various industries such as tourism, hospitality, events, fashion, entertainment, retail, education and the gaming industry. The papers presented here cover the most significant topics within the field of AR and VR for both researchers and practitioners, approaching them from a business and management perspective.

Augmented Reality

An Emerging Technologies Guide to AR

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Author: Greg Kipper,Joseph Rampolla

Publisher: Elsevier

ISBN: 1597497347

Category: Computers

Page: 208

View: 6623

With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers. Educates readers how best to use augmented reality regardless of industry Provides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods Includes actual examples and case studies from both private and government application