Augmented Reality, Virtual Reality, and Computer Graphics

4th International Conference, AVR 2017, Ugento, Italy, June 12-15, 2017, Proceedings

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Author: Lucio Tommaso De Paolis,Patrick Bourdot,Antonio Mongelli

Publisher: Springer

ISBN: 331960922X

Category: Computers

Page: 476

View: 2755

The 2-volume set LNCS 10324 and 10325 constitutes the refereed proceedings of the 4th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2017, held in Ugento, Italy, in June 2017. The 54 full papers and 24 short papers presented were carefully reviewed and selected from 112 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.

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: 3008

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.

Understanding Augmented Reality

Concepts and Applications

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Author: Alan B. Craig

Publisher: Newnes

ISBN: 0240824105

Category: Computers

Page: 296

View: 8889

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

Augmented Reality

Principles and Practice

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Author: Dieter Schmalstieg,Tobias Hollerer

Publisher: Addison-Wesley Professional

ISBN: 0133153207

Category: Computers

Page: 528

View: 1677

Augmented reality (AR) is one of today's most fascinating and future-oriented areas of computer science and technology. By overlaying computer-generated information on views of the real world, AR amplifies human perception and cognition in remarkable new ways. Do you like the virtual first-down line in football games on TV? That's AR. And AR apps are rapidly coming to billions of smartphones, too. Working in AR requires knowledge from diverse disciplines, including computer vision, computer graphics, and human-computer interaction (HCI). Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting the most significant AR work with scrupulous accuracy. Dieter Schmalstieg, a pioneer of both AR foundation and application, is drawing from his two decades of AR experience to clearly present the field. Together with mobile AR pioneer and research colleague Tobias Höllerer, the authors address all aspects of the field, illuminating AR from both technical and HCI perspectives. The authors review AR's technical foundations, including display and tracking technologies, show how AR emerges from the symbiosis of computer vision and computer graphics, introduce AR-specific visualization and 3D interaction techniques, and showcase applications from diverse industries. They conclude with an outlook on trends and emerging technologies, including practical pointers for beginning practitioners. This book is an indispensable resource for everyone interested in AR, including software and app developers, engineers, students and instructors, researchers, and hobbyists. For use in educational environments, the authors will provide a companion website containing slides, code examples, and other source materials.

Virtual Reality: Concepts and Technologies

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Author: Philippe Fuchs,Guillaume Moreau,Pascal Guitton

Publisher: CRC Press

ISBN: 0415684714

Category: Computers

Page: 432

View: 3208

A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the reader with the importance of the user’s needs and various aspects of the human computer interface (HCI). It further treats technical aspects of VR, hardware and software implementations, and details on the sensory and psycho-sensory interfaces. Providing various concepts and technologies, including mathematics and modelling techniques, it allows the reader to formalize, conceptualize and construct a virtual reality project from original thought to application. This book is intended for engineers, computer scientists and computer game developers working on various VR applications. It can further serve as an educational tool in Virtual Reality courses for senior graduate and postgraduate students.

Virtual Reality and Augmented Reality

14th EuroVR International Conference, EuroVR 2017, Laval, France, December 12–14, 2017, Proceedings

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Author: Jernej Barbic,Mirabelle D'Cruz,Marc Erich Latoschik,Mel Slater,Patrick Bourdot

Publisher: Springer

ISBN: 3319723235

Category: Computers

Page: 193

View: 2682

This book constitutes the refereed proceedings of the 14th International Conference on Virtual Reality and Augmented Reality, EuroVR 2017, held in Laval, France, in December 2017. The 10 full papers and 2 short papers presented were carefully reviewed and selected from 36 submissions. The papers are organized in four topical sections: interaction models and user studies, visual and haptic real-time rendering, perception and cognition, and rehabilitation and safety.

Understanding Virtual Reality

Interface, Application, and Design

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Author: William R. Sherman,Alan B. Craig

Publisher: Morgan Kaufmann

ISBN: 012801038X

Category: Computers

Page: 938

View: 2419

Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software and a new glossary with pictures

QualityLand

Roman

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Author: Marc-Uwe Kling

Publisher: Ullstein Buchverlage

ISBN: 3843715971

Category: Fiction

Page: 384

View: 6119

Willkommen in QualityLand, in einer nicht allzu fernen Zukunft: Alles läuft rund - Arbeit, Freizeit und Beziehungen sind von Algorithmen optimiert. Trotzdem beschleicht den Maschinenverschrotter Peter Arbeitsloser immer mehr das Gefühl, dass mit seinem Leben etwas nicht stimmt. Wenn das System wirklich so perfekt ist, warum gibt es dann Drohnen, die an Flugangst leiden, oder Kampfroboter mit posttraumatischer Belastungsstörung? Warum werden die Maschinen immer menschlicher, aber die Menschen immer maschineller? Marc-Uwe Kling hat die Verheißungen und das Unbehagen der digitalen Gegenwart zu einer verblüffenden Zukunftssatire verdichtet, die lange nachwirkt. Visionär, hintergründig – und so komisch wie die Känguru-Trilogie.

Emerging Technologies of Augmented Reality: Interfaces and Design

Interfaces and Design

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Author: Haller, Michael

Publisher: IGI Global

ISBN: 1599040689

Category: Computers

Page: 414

View: 9247

"This book provides a good grounding of the main concepts and terminology for Augmented Reality (AR), with an emphasis on practical AR techniques (from tracking-algorithms to design principles for AR interfaces). The targeted audience is computer-literate readers who wish to gain an initial understanding of this exciting and emerging technology"--Provided by publisher.

Confluence of Computer Vision and Computer Graphics

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Author: Ales Leonardis,F. Solina,Ruzena Bajcsy

Publisher: Springer Science & Business Media

ISBN: 9780792366119

Category: Computers

Page: 352

View: 5647

Proceedings of the NATO Advanced Research Workshop, Ljubljana, Republic of Slovenia, 29-31 August 1999

Handbuch Mobile Learning

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Author: Claudia de Witt,Christina Gloerfeld

Publisher: Springer-Verlag

ISBN: 3658191236

Category: Education

Page: 1036

View: 8047

Das Handbuch stellt Grundlagen, Anwendungen und Perspektiven digitalisierten Lernens und Lehrens mit mobilen Endgeräten vor. Es behandelt theoretische Bezüge von Mobile Learning ebenso wie praktische Einsätze mobiler Endgeräte. Technologische Grundlagen, didaktische Designs mit Lernimplikationen und Einsatzmöglichkeiten von Mobile Learning in den verschiedenen Bildungskontexten – Schule, Hochschule, Aus- und Weiterbildung – werden erläutert genauso wie grundlegende Bestimmungen des Datenschutzes und des Copyrights. Das Handbuch spannt damit einen Bogen von der historischen Entwicklung bis hin zu zukünftigen Aussichten von Mobile Learning. Die Beiträge von 91 Autorinnen und Autoren fassen die zentralen wissenschaftlichen und für die Praxis relevanten Erkenntnisse über Mobile Learning zusammen, machen Potenziale und Veränderungen durch die zunehmende digitale Mobilität deutlich und geben Impulse für zukünftige Gestaltungsaufgaben hinsichtlich der Digitalisierung im Bildungsbereich.

Virtual Reality and Augmented Reality

15th EuroVR International Conference, EuroVR 2018, London, UK, October 22–23, 2018, Proceedings

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Author: Patrick Bourdot,Sue Cobb,Victoria Interrante,Hirokazu kato,Didier Stricker

Publisher: Springer

ISBN: 3030017907

Category: Computers

Page: 261

View: 7640

This book constitutes the refereed proceedings of the 15th International Conference on Virtual Reality and Augmented Reality, EuroVR 2018, held in London, UK, in October 2018. The 9 full papers and 6 short papers presented were carefully reviewed and selected from 39 submissions. The papers are organized in 5topical sections: vision-based motion tracking; 3D acquisition and 3D reconstruction; haptics and 3D audio; perception and cognition; interactive techniques and use-case studies.

Virtual and Augmented Reality Applications in Manufacturing

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Author: S.K. Ong,A.Y.C. Nee

Publisher: Springer Science & Business Media

ISBN: 1447138732

Category: Technology & Engineering

Page: 388

View: 9662

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.

Last Lecture - Die Lehren meines Lebens

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Author: Randy Pausch,Jeffrey Zaslow

Publisher: C. Bertelsmann Verlag

ISBN: 3641051193

Category: Biography & Autobiography

Page: 240

View: 9034

»Die Buchsensation des Jahres.« Focus Im September 2007 hält Randy Pausch, Informatik-Professor an der Carnegie Mellon University in Pittsburgh, seine Abschiedsvorlesung. Das Thema: Seine Kindheitsträume und wie er sie verwirklicht hat. Der Anlass: Pausch ist unheilbar an Krebs erkrankt. Kurz darauf kennen Millionen Menschen ihn und seine bewegende Rede. Das vorliegende Buch, für das die »Last Lecture« den Anstoß gegeben hat, ist in Gesprächen mit dem Journalisten Jeffrey Zaslow entstanden. Darin sind die Lebenseinsichten Pauschs mit seiner persönlichen Lebensgeschichte verwoben. Wie man seine Träume verwirklicht und anderen dabei hilft – ein beeindruckendes Beispiel für Optimismus und Lebensbejahung.

Mixed Reality and Gamification for Cultural Heritage

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Author: Marinos Ioannides,Nadia Magnenat-Thalmann,George Papagiannakis

Publisher: Springer

ISBN: 3319496077

Category: Computers

Page: 594

View: 6106

This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.

Augmented Reality

Where We Will All Live

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Author: Jon Peddie

Publisher: Springer

ISBN: 3319545027

Category: Computers

Page: 323

View: 1910

This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.

Developing Virtual Reality Applications

Foundations of Effective Design

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Author: Alan B. Craig,William R. Sherman,Jeffrey D. Will

Publisher: Morgan Kaufmann

ISBN: 9780080959085

Category: Computers

Page: 448

View: 695

Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider’s view of what works, what doesn’t work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest! Development techniques are cross referenced between different application areas, providing fundamental best practices!

Augmented and Virtual Reality

Second International Conference, AVR 2015, Lecce, Italy, August 31 - September 3, 2015, Proceedings

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Author: Lucio Tommaso De Paolis,Antonio Mongelli

Publisher: Springer

ISBN: 3319228889

Category: Computers

Page: 516

View: 8993

This book constitutes the refereed proceedings of the Second International Conference on Augmented and Virtual Reality, AVR 2015, held in Lecce, Italy, in September 2015. The 32 papers and 8 short papers presented were carefully reviewed and selected from 82 submissions. The SALENTO AVR 2015 conference brings together a community of researchers from academia and industry, computer scientists, engineers, and physicians in order to share points of views, knowledge, experiences, and scientific and technical results related to state-of-the-art solutions and technologies on virtual and augmented reality applications for medicine, cultural heritage, education, industrial sectors, as well as the demonstration of advanced products and technologies.