Virtual Reality & Augmented Reality in Industry

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Author: Dengzhe Ma,Jürgen Gausemeier,Xiumin Fan,Michael Grafe

Publisher: Springer Science & Business Media

ISBN: 3642173764

Category: Computers

Page: 200

View: 3388

"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

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: 461

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.

Emerging Technologies for Health and Medicine

Virtual Reality, Augmented Reality, Artificial Intelligence, Internet of Things, Robotics, Industry 4.0

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Author: Dac-Nhuong Le,Chung Van Le,Jolanda G. Tromp,Gia Nhu Nguyen

Publisher: John Wiley & Sons

ISBN: 1119509882

Category: Computers

Page: 318

View: 1503

With the current advances in technology innovation, the field of medicine and healthcare is rapidly expanding and, as a result, many different areas of human health diagnostics, treatment and care are emerging. Wireless technology is getting faster and 5G mobile technology allows the Internet of Medical Things (IoMT) to greatly improve patient care and more effectively prevent illness from developing. This book provides an overview and review of the current and anticipated changes in medicine and healthcare due to new technologies and faster communication between users and devices. This groundbreaking book presents state-of-the-art chapters on many subjects including: A review of the implications of VR and AR healthcare applications A review of current augmenting dental care An overview of typical human-computer interaction (HCI) that can help inform the development of user interface designs and novel ways to evaluate human behavior to responses in virtual reality (VR) and other new technologies A review of telemedicine technologies Building empathy in young children using augmented reality AI technologies for mobile health of stroke monitoring & rehabilitation robotics control Mobile doctor brain AI App An artificial intelligence mobile cloud computing tool Development of a robotic teaching aid for disabled children Training system design of lower limb rehabilitation robot based on virtual reality

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: 7285

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.

Bildverstehen

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Author: Axel Pinz

Publisher: Springer-Verlag

ISBN: 3709193583

Category: Computers

Page: 235

View: 690

Bildverstehen, Bilder und die ihnen zugrundeliegenden Szenen mit den darin vorkommenden Objekten verstehen und beschreiben, das bedeutet aus der Sicht der Informatik: Sehen mit dem Computer - ‘Computer Vision’. Das Buch behandelt neben wichtigen Merkmalen des menschlichen visuellen Systems auch die nötigen Grundlagen aus digitaler Bildverarbeitung und aus künstlicher Intelligenz. Im Zentrum steht die schrittweise Entwicklung eines neuen Systemmodells für Bildverstehen, anhand dessen verschiedene "Abstraktionsebenen" des maschinellen Sehens, wie Segmentation, Gruppierung auf Aufbau einer Szenenbeschreibung besprochen werden. Das Buch bietet außerdem einen Überblick über gegenwärtige Trends in der Forschung sowie eine sehr aktuelle und ausführliche Bibliographie dieses Fachgebietes. Es liegt hiermit erstmalig eine abgeschlossene, systematische Darstellung dieses noch jungen und in dynamischer Entwicklung begriffenen Fachgebietes vor.

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: 3195

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.

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: 9025

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.

Computerunterstützte Fertigung

Eine kompakte Einführung

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Author: Peter Hehenberger

Publisher: Springer-Verlag

ISBN: 3642134750

Category: Technology & Engineering

Page: 265

View: 3495

Das Buch bietet eine kompakte Darstellung der computerunterstützten Fertigung im Produktentwicklungsprozess. Der Autor stellt die wichtigsten Fertigungsverfahren, Werkzeugmaschinen und Techniken vor und zeigt die Schnittstellen zu gängigen Systemen (CAD, CAM). Weitere Aspekte sind die Prozess-Steuerung mit Fertigungsleittechnik und das Qualitätsmanagement. Das Buch richtet sich an Studierende (Automatisierungs- und Elektrotechnik, Mechatronik, Maschinenbau, Wirtschaftsingenieur) sowie an Ingenieure, die sich einen Überblick verschaffen wollen.

Handbuch Mobile Learning

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Author: Claudia de Witt,Christina Gloerfeld

Publisher: Springer-Verlag

ISBN: 3658191236

Category: Education

Page: 1036

View: 2943

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, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation

10th International Conference, VAMR 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings

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Author: Jessie Y.C. Chen,Gino Fragomeni

Publisher: Springer

ISBN: 3319915819

Category: Computers

Page: 479

View: 300

This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.

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: 6956

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.

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: 1133

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

Virtual Manufacturing

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Author: Wasim Ahmed Khan,Abdul Raouf,Kai Cheng

Publisher: Springer Science & Business Media

ISBN: 9780857291868

Category: Technology & Engineering

Page: 802

View: 5092

Virtual Manufacturing presents a novel concept of combining human computer interfaces with virtual reality for discrete and continuous manufacturing systems. The authors address the relevant concepts of manufacturing engineering, virtual reality, and computer science and engineering, before embarking on a description of the methodology for building augmented reality for manufacturing processes and manufacturing systems. Virtual Manufacturing is centered on the description of the development of augmented reality models for a range of processes based on CNC, PLC, SCADA, mechatronics and on embedded systems. Further discussions address the use of augmented reality for developing augmented reality models to control contemporary manufacturing systems and to acquire micro- and macro-level decision parameters for managers to boost profitability of their manufacturing systems. Guiding readers through the building of their own virtual factory software, Virtual Manufacturing comes with access to online files and software that will enable readers to create a virtual factory, operate it and experiment with it. This is a valuable source of information with a useful toolkit for anyone interested in virtual manufacturing, including advanced undergraduate students, postgraduate students and researchers.

Understanding Augmented Reality

Concepts and Applications

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Author: Alan B. Craig

Publisher: Newnes

ISBN: 0240824105

Category: Computers

Page: 296

View: 3870

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

Virtual Reality

Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings

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Author: Randall Shumaker

Publisher: Springer

ISBN: 3540733353

Category: Computers

Page: 764

View: 7402

This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.

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: 628

"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.

Augmented Reality

Where We Will All Live

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Author: Jon Peddie

Publisher: Springer

ISBN: 3319545027

Category: Computers

Page: 323

View: 668

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.

Augmented!

Augment Your Learning Reality

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Author: A. Roldan

Publisher: Createspace Independent Publishing Platform

ISBN: 9781548407247

Category:

Page: 32

View: 8383

Augmented Reality gives you the power to create an immersive learning experience. With AR, you can combine a variety of media and explode them across the learner's physical world; revealing invisible stories around products, processes, and operations. But, what makes a compelling AR learner experience? How can AR help you create sticky learning? How can you get started creating your own AR learning experience? Get ready to explore proven AR design practices that you can use to create low-cost AR learner experiences that pack a punch.

Virtual, Augmented and Mixed Reality

7th International Conference, VAMR 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings

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Author: Randall Shumaker,Stephanie Lackey

Publisher: Springer

ISBN: 331921067X

Category: Computers

Page: 546

View: 4254

This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.