December 3, 2020

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Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author : Timothy Jung,M. Claudia tom Dieck,Philipp A. Rauschnabel
Publisher : Springer Nature
Release Date : 2020-03-24
Category : Business & Economics
Total pages :409
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This book features the latest research in the area of immersive technologies, presented at the 5th International Augmented and Virtual Reality Conference, held in Munich, Germany in 2019. 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, healthcare, tourism, events, fashion, entertainment, retail and the gaming industry. The volume 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.

Augmented Reality

Augmented Reality
Author : Dieter Schmalstieg,Tobias Hollerer
Publisher : Addison-Wesley Professional
Release Date : 2016-06-01
Category : Computers
Total pages :528
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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.

Emerging Technologies of Augmented Reality: Interfaces and Design

Emerging Technologies of Augmented Reality: Interfaces and Design
Author : Haller, Michael,Billinghurst, Mark,Thomas, Bruce
Publisher : IGI Global
Release Date : 2006-11-30
Category : Computers
Total pages :414
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"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.

Practical Augmented Reality

Practical Augmented Reality
Author : Steve Aukstakalnis
Publisher : Addison-Wesley Professional
Release Date : 2016-09-08
Category : Computers
Total pages :99998
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The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.

Augmented Reality, Virtual Reality, and Computer Graphics

Augmented Reality, Virtual Reality, and Computer Graphics
Author : Lucio Tommaso De Paolis,Patrick Bourdot
Publisher : Springer
Release Date : 2019-07-27
Category : Computers
Total pages :475
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The 2-volume set LNCS 11613 and 11614 constitutes the refereed proceedings of the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2019, held in Santa Maria al Bagno, Italy, in June 2019. The 32 full papers and 35 short papers presented were carefully reviewed and selected from numerous submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. They are organized in the following topical sections: virtual reality; medicine; augmented reality; cultural heritage; education; and industry.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author : M. Claudia tom Dieck,Timothy Jung
Publisher : Springer
Release Date : 2019-02-19
Category : Business & Economics
Total pages :335
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This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.

Virtual and Augmented Reality

Virtual and Augmented Reality
Author : Zeynep Tacgin
Publisher : Cambridge Scholars Publishing
Release Date : 2020-03-20
Category : Computers
Total pages :305
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Mixed Reality has been part of our lives ever since we first started to dream of creative ways to comprehend information and concepts through actual and imaginative experiences. This book explores the latest research informing education design in virtual and augmented reality. By utilising numerous studies and examples, it describes the differences between perceived knowledge, usage area, technologies, and tools. It will help the reader gain a better understanding of the nature of virtual or augmented realities and their applications in theory and practice.

Augmented reality for food marketers and consumers

Augmented reality for food marketers and consumers
Author : Leanne W.S. Loijens
Publisher : Wageningen Academic Publishers
Release Date : 2017-05-31
Category : Business & Economics
Total pages :104
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Augmented reality for food marketers and consumers' starts with an explanation of what augmented reality is and how it works. It lists the technical requirements and gives an overview of popular applications. One of the chapters focusses on augmented reality in retailing and its use in restaurants, and gives examples. Another chapter addresses methods for assessing AR tech in organizations. The book also explains what challenges augmented reality still faces, technical challenges and also ethical and financial challenges. The final chapter looks into the future of augmented reality.

Augmented Reality

Augmented Reality
Author : Reinhold Behringer,Gudrun Klinker,David Mizell
Publisher : A K Peters, Ltd.
Release Date : 1999-10
Category : Computers
Total pages :236
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Augmented en Mixed Reality.

Virtual & Augmented Reality For Dummies

Virtual & Augmented Reality For Dummies
Author : Paul Mealy
Publisher : John Wiley & Sons
Release Date : 2018-06-08
Category : Computers
Total pages :352
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An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Augmented Reality, Virtual Reality, and Computer Graphics

Augmented Reality, Virtual Reality, and Computer Graphics
Author : Lucio Tommaso De Paolis
Publisher : Springer Nature
Release Date : 2020
Category :
Total pages :129
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Virtual and Augmented Reality in Education, Art, and Museums

Virtual and Augmented Reality in Education, Art, and Museums
Author : Guazzaroni, Giuliana,Pillai, Anitha S.
Publisher : IGI Global
Release Date : 2019-11-22
Category : Computers
Total pages :385
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Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Virtual, Augmented Reality and Serious Games for Healthcare 1

Virtual, Augmented Reality and Serious Games for Healthcare 1
Author : Minhua Ma,Lakhmi C. Jain,Paul Anderson
Publisher : Springer Science & Business
Release Date : 2014-04-25
Category : Computers
Total pages :568
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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.

The Augmented Reality Handbook - Everything You Need to Know about Augmented Reality

The Augmented Reality Handbook - Everything You Need to Know about Augmented Reality
Author : James Kent
Publisher : Tebbo
Release Date : 2011
Category : Computers
Total pages :1183
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Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one's current perception of reality. By contrast, virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world. The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, working at Boeing. Research explores the application of computer-generated imagery in live-video streams as a way to enhance the perception of the real world. AR technology includes head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing sensors and actuators. This book is your ultimate resource for Augmented Reality. Here you will find the most up-to-date information and much more. In easy to read chapters, with extensive references and links to get you to know all there is to know about Augmented reality right away: Alternate reality game, ARQuake, Augmented browsing, Augmented virtuality, Augmented Reality-based testing, Bionic contact lens, Brain in a vat, Camera resectioning, Augmented GeoTravel, Junaio, Layar, Spectrek, Total Immersion (augmented reality), Wikitude, Zombie ShootAR, 3D computer vision, Agent Vi (Agent Video Intelligence), Automated optical inspection, Automatic image annotation, Automatic number plate recognition, Automatic target recognition, Check weigher, Closed-circuit television, Computer stereo vision, Content-based image retrieval, Digital video fingerprinting, GazoPa, Gesture recognition, Google Goggles, Image retrieval, Image-based modeling and rendering, Intelligent character recognition, Iris recognition, Machine vision, Object detection, Optical character recognition, Pedestrian detection, People counter, Physical computing, Red light camera, Remote sensing, Smart camera, Traffic enforcement camera, Traffic sign recognition, Vehicle infrastructure integration, Video Content Analysis, View synthesis, Visual sensor network, 3D Interaction, Accelerator (Internet Explorer), Accelerator table, Adjustment handles, Alt-Tab, Attentive user interface, Balloon help, Bounce keys, Brace matching, Brain-computer interface, Breadcrumb (navigation), Canned response, Capacitive sensing, Caret navigation, Clipboard (software), Command-line completion, Command-line interface, Computer-mediated reality, Context awareness, Cover Flow, Crossing-based interface, Cursor (computers), Cut, copy, and paste, Dasher, Delimited search, Desktop metaphor, Digital puppetry, Direct manipulation interface, Direct Voice Input, Dock (computing), Dock (Mac OS X), Docky, Double-click, Drag-and-drop, Expose (Mac OS X), Flip page, Focus (computing), Form (web), Graffiti (Palm OS), Graffiti 2, Grayed out, Hands-free computing, Incremental search, Input method, Inspector window, Intelligent form, Interaction technique ....and much, much more Contains selected content from the highest rated entries, typeset, printed and shipped, combining the advantages of up-to-date and in-depth knowledge with the convenience of printed books. A portion of the proceeds of each book will be donated to the Wikimedia Foundation to support their mission.

Virtual Reality and Augmented Reality

Virtual Reality and Augmented Reality
Author : Patrick Bourdot,Victoria Interrante,Luciana Nedel,Nadia Magnenat-Thalmann,Gabriel Zachmann
Publisher : Springer Nature
Release Date : 2019-11-24
Category : Computers
Total pages :338
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This book constitutes the refereed proceedings of the 16th International Conference on Virtual Reality and Augmented Reality, EuroVR 2019, held in Tallinn, Estonia, in October 2019. The 11 full papers and 5 short papers presented together with 8 scientific posters were carefully reviewed and selected from 54 submissions. The papers are organized in topical sections named: Immersive Interaction; Training, Teaching and Learning; Industrial Applications and Data Analysis; Perception, Cognition and Evaluation; and Scientific Posters.