Understanding Virtual Reality

Interface, Application, and Design

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Author: William R. Sherman,Alan B. Craig

Publisher: Morgan Kaufmann

ISBN: 9781558603530

Category: Computers

Page: 582

View: 6219

Exploring the practical applications of virtual reality, both as they currently exist and as they will develop in the next few years, this book begins with a history of information presentation and demonstrates the basic problems that VR has recently been employed to solve.

Understanding Augmented Reality

Concepts and Applications

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Author: Alan B. Craig

Publisher: Newnes

ISBN: 0240824105

Category: Computers

Page: 296

View: 8668

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

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: 9078

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

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: 4828

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!

Digitalisierung in der Aus- und Weiterbildung

Virtual und Augmented Reality für Industrie 4.0

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Author: Oliver Thomas,Dirk Metzger,Helmut Niegemann

Publisher: Springer-Verlag

ISBN: 366256551X

Category: Business & Economics

Page: 225

View: 5357

Dieses Buch beschreibt und erklärt die Potenziale von Virtual und Augmented Reality für die berufliche Aus- und Weiterbildung. Die damit verbundene Digitalisierung der Bildungsprozesse verbindet die Schulung in der virtuellen Realität mit der Unterstützung der Mitarbeiter während der Ausführung ihrer Tätigkeiten in der erweiterten Realität. Das Wissen und die Kompetenzen der Mitarbeiter sind nicht nur in der Produktion, sondern ebenso im Bereich von Dienstleistungen wesentliche Erfolgsfaktoren der Unternehmen. Das Buch zeigt, dass die fortwährende Digitalisierung durch mobile und tragbare Informationssysteme neue Chancen für die Aus- und Weiterbildung bietet und den Zugang zu Lerninhalten unabhängig von räumlichen, zeitlichen und individuellen Gegebenheiten ermöglicht.

Understanding Virtual Universities

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Author: Roy Rada

Publisher: Intellect Books

ISBN: 1841500526

Category: Education

Page: 122

View: 2667

"The purpose of this book is to help academics from all disciplines take full advantage of IT. Anticipating a future in which distance learning and virtual reality tutoring systems play a central role in university teaching, Roy Rada provides guidelines for making best use of such technological opportunities." "The chapters cover: distance learning for individual students; groups in classrooms - focusing on interactive technology; the university as a whole; and emerging market forces in Higher Education and training for industry. Unlike competing books that focus on specific aspects of the subject, Understanding Virtual Universities combines managerial, social and technical issues, to provide a comprehensive approach to Information Technology for Higher Education."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Stepping into Virtual Reality

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Author: Mario Gutierrez,F. Vexo,Daniel Thalmann

Publisher: Springer Science & Business Media

ISBN: 9781848001176

Category: Computers

Page: 214

View: 2869

Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Handbuch Mobile Learning

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Author: Claudia de Witt,Christina Gloerfeld

Publisher: Springer-Verlag

ISBN: 3658191236

Category: Education

Page: 1036

View: 711

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 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: 621

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.

Zehn Gründe, warum du deine Social Media Accounts sofort löschen musst

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Author: Jaron Lanier

Publisher: Hoffmann und Campe

ISBN: 345500492X

Category: Social Science

Page: 208

View: 3853

»Um „Zehn Gründe...“ zu lesen, reicht ein einziger Grund: Jaron Lanier. Am wichtigsten Mahner vor Datenmissbrauch, Social-Media-Verdummung und der fatalen Umsonst-Mentalität im Netz führt in diesen Tagen kein Weg vorbei.« Frank Schätzing Jaron Lanier, Tech-Guru und Vordenker des Internets, liefert zehn bestechende Gründe, warum wir mit Social Media Schluss machen müssen. Facebook, Google & Co. überwachen uns, manipulieren unser Verhalten, machen Politik unmöglich und uns zu ekligen, rechthaberischen Menschen. Social Media ist ein allgegenwärtiger Käfig geworden, dem wir nicht entfliehen können. Lanier hat ein aufrüttelndes Buch geschrieben, das seine Erkenntnisse als Insider des Silicon Valleys wiedergibt und dazu anregt, das eigenen Verhalten in den sozialen Netzwerken zu überdenken. Wenn wir den Kampf mit dem Wahnsinn unserer Zeit nicht verlieren wollen, bleibt uns nur eine Möglichkeit: Löschen wir all unsere Accounts! Ein Buch, das jeder lesen muss, der sich im Netz bewegt! »Ein unglaublich gutes, dringendes und wichtiges Buch« Zadie Smith

Dawn of the New Everything

Encounters with Reality and Virtual Reality

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Author: Jaron Lanier

Publisher: Henry Holt and Company

ISBN: 1627794107

Category: Computers

Page: 352

View: 593

Named one of the best books of 2017 by The Economist, The Wall Street Journal, & Vox The father of virtual reality explains its dazzling possibilities by reflecting on his own lifelong relationship with technology Bridging the gap between tech mania and the experience of being inside the human body, Dawn of the New Everything is a look at what it means to be human at a moment of unprecedented technological possibility. Through a fascinating look back over his life in technology, Jaron Lanier, an interdisciplinary scientist and father of the term “virtual reality,” exposes VR’s ability to illuminate and amplify our understanding of our species, and gives readers a new perspective on how the brain and body connect to the world. An inventive blend of autobiography, science writing, philosophy and advice, this book tells the wild story of his personal and professional life as a scientist, from his childhood in the UFO territory of New Mexico, to the loss of his mother, the founding of the first start-up, and finally becoming a world-renowned technological guru. Understanding virtual reality as being both a scientific and cultural adventure, Lanier demonstrates it to be a humanistic setting for technology. While his previous books offered a more critical view of social media and other manifestations of technology, in this book he argues that virtual reality can actually make our lives richer and fuller.

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: 3443

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.

3D User Interfaces

Theory and Practice, CourseSmart eTextbook

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Author: Doug Bowman,Ernst Kruijff,Joseph J. LaViola Jr.,Ivan P. Poupyrev

Publisher: Addison-Wesley

ISBN: 013339056X

Category: Computers

Page: 507

View: 6124

Here’s what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” —Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” —Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” —Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.

Information Arts

Intersections of Art, Science, and Technology

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Author: Stephen Wilson

Publisher: MIT Press

ISBN: 9780262731584

Category: Art

Page: 945

View: 4769

An introduction to the work and ideas of artists who use—and even influence—science and technology.

Virtual Reality

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Author: Holly Cefrey

Publisher: Childrens Press

ISBN: 9780516240107

Category: Juvenile Nonfiction

Page: 48

View: 7366

Introduces virtual reality, exploring the technology involved and looking toward what the future might bring as VR is used more widely in entertainment, education, science, and medicine.

Medicine Meets Virtual Reality

The Convergence of Physical & Informational Technologies : Options for a New Era in Healthcare

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Author: James D. Westwood

Publisher: IOS Press

ISBN: 9789051994452

Category: Computers

Page: 396

View: 8941

Understanding Virtual Design Studios

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Author: Mary L. Maher,Simeon J. Simoff,Anna Cicognani

Publisher: Springer Science & Business Media

ISBN: 1447107292

Category: Computers

Page: 236

View: 3983

This volume examines the issues involved in setting up and running a virtual design studio. It presents an interdisciplinary framework for organizing, running, and improving virtual design studios. Technological issues are presented in a practical context, showing how to realize each aspect of the studio. The authors also assess potential benefits, such as improved creativity and collaboration, and other areas in which our understanding needs to be furthered. Relevant software will be available on the authors website.

New Trends on Human-Computer Interaction

Research, Development, New Tools and Methods

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Author: José A. Macías,Antoni Granollers Saltiveri,Pedro Miguel Latorre Andrés

Publisher: Springer Science & Business Media

ISBN: 9781848823525

Category: Computers

Page: 166

View: 661

This book comprises a variety of breakthroughs and recent advances on Human– Computer Interaction (HCI) intended for both researchers and practitioners. Topics addressed here can be of interest for those people searching for last trends involving such a growing discipline. Important issues concerning this book includes cutti- edge topics such as Semantic Web Interfaces, Natural Language Processing and - bile Interaction, as well as new methodological trends such as Interface-Engineering techniques, User-Centred Design, Usability, Accessibility, Development Meth- ologiesandEmotionalUserInterfaces. Theideabehindthisbookistobringtogether relevant and novel research on diverse interaction paradigms. New trends are gu- anteedaccordingtothedemandingclaimsofbothHCIresearchersandpractitioners, which encourage the explicit arrangement of new industrial and technological topics such as the previously cited Interfaces for the Semantic Web, and Mobile Interfaces, but also Multimodal Interaction, Collaborative Interfaces, End-User Development, Usability and User Interface Engineering. Chapters included in this book comprise a selection of top high-quality papers from Interaccion ́ 2007, which is the most important HCI conference sponsored by AIPO (the Spanish HCI Association). Papers were selected from a ranking - tained through double-blind peer review and later meta-review processes, cons- ering the best evaluated paper from both the review and presentation session. Such a paper selection constitutes only 33% of the papers published in the conference proceedings. We would like to thank the reviewers for their effort in revising the chapters included in this publication, namely Silvia T. Acuna, ̃ Sandra Baldasarri, Crescencio Bravo, Cesar A.