EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Augmented Reality  Virtual Reality  and Computer Graphics

Download or read book Augmented Reality Virtual Reality and Computer Graphics written by Lucio Tommaso De Paolis and published by Springer. This book was released on 2017-06-06 with total page 533 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Augmented Reality Art

    Book Details:
  • Author : Vladimir Geroimenko
  • Publisher : Springer Nature
  • Release : 2022-05-16
  • ISBN : 3030968634
  • Pages : 407 pages

Download or read book Augmented Reality Art written by Vladimir Geroimenko and published by Springer Nature. This book was released on 2022-05-16 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

Book New Perspectives on Virtual and Augmented Reality

Download or read book New Perspectives on Virtual and Augmented Reality written by Linda Daniela and published by Routledge. This book was released on 2020-05-31 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment. Technology creates opportunities to learn differently and presents challenges for education. Virtual reality solutions can be exciting, create interest in learning, make learning more accessible and make learning faster. This book analyses the capabilities of virtual, augmented and mixed reality by providing ideas on how to make learning more effective, how existing VR/AR solutions can be used as learning tools and how a learning process can be structured. The virtual reality (VR) solutions can be used successfully for educational purposes as their use can contribute to the construction of knowledge and the development of metacognitive processes. They also contribute to inclusive education by providing access to knowledge that would not otherwise be available. This book will be of great interest to academics, researchers and post-graduate students in the field of educational technology.

Book Augmented Reality

    Book Details:
  • Author : Dieter Schmalstieg
  • Publisher : Addison-Wesley Professional
  • Release : 2016-06-01
  • ISBN : 0133153207
  • Pages : 751 pages

Download or read book Augmented Reality written by Dieter Schmalstieg and published by Addison-Wesley Professional. This book was released on 2016-06-01 with total page 751 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.

Book Augmented Environments for Computer Assisted Interventions

Download or read book Augmented Environments for Computer Assisted Interventions written by Cristian A Linte and published by Springer. This book was released on 2015-10-06 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 10th International Workshop on Augmented Environments for Computer-Assisted Interventions, held in conjunction with MICCAI 2015, in Munich, Germany in October 2015. The 15 revised full papers presented were carefully reviewed and selected from 21 submissions. The objective of the AE-CAI workshop was to attract scientific contributions that offer solutions to the technical problems in the area of augmented and virtual environments for computer-assisted interventions, and to provide a venue for dissemination of papers describing both complete systems and clinical applications.

Book Augmented and Virtual Reality

Download or read book Augmented and Virtual Reality written by Lucio Tommaso De Paolis and published by Springer. This book was released on 2015-08-14 with total page 531 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Virtual and Augmented Reality

Download or read book Virtual and Augmented Reality written by Zeynep Tacgin and published by Cambridge Scholars Publishing. This book was released on 2020-03-20 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Intelligent Transport Systems  From Research and Development to the Market Uptake

Download or read book Intelligent Transport Systems From Research and Development to the Market Uptake written by Ana Lúcia Martins and published by Springer Nature. This book was released on 2020-01-09 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the Third EAI International Conference on Intelligent Transport Systems, INTSYS 2019, which was held in Braga, Portugal, in December 2019. The 23 revised full papers were selected from 35 submissions and are organized in four thematic sessions on modelling, optimization, tracking and prediction, visualization and sensing.

Book Proceedings of the Seventh Asia International Symposium on Mechatronics

Download or read book Proceedings of the Seventh Asia International Symposium on Mechatronics written by Baoyan Duan and published by Springer Nature. This book was released on 2019-08-30 with total page 1051 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents high-quality papers from the Seventh Asia International Symposium on Mechatronics (AISM 2019). It discusses the latest technological trends and advances in electromechanical coupling and environmental adaptability design for electronic equipment, sensing and measurement, mechatronics in manufacturing and automation, micro-mechatronics, energy harvesting & storage, robotics, automation and control systems. It includes papers based on original theoretical, practical and experimental simulations, development, applications, measurements, and testing. The applications and solutions discussed here provide excellent reference material for future product developments.

Book Human Computer Interaction  Novel User Experiences

Download or read book Human Computer Interaction Novel User Experiences written by Masaaki Kurosu and published by Springer. This book was released on 2016-07-04 with total page 610 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 3-volume set LNCS 9731, 9732, and 9733 constitutes the refereed proceedings of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences and were carefully reviewed and selected from 4354 submissions. 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 volumes constituting the full 27-volume set of the conference proceedings.

Book Multidisciplinary Perspectives on New Media Art

Download or read book Multidisciplinary Perspectives on New Media Art written by Soares, Celia and published by IGI Global. This book was released on 2020-06-26 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: New media has been gaining importance in the academic world as well as the artistic world through the concept of new media art. As the connections between art and communication technologies grow and further embrace a wide range of concepts, interpretations, and applications, the number of disciplines that will be touched will likewise continue to expand. Multidisciplinary Perspectives on New Media Art is a collection of innovative research on the methods and intersections between new media, artistic practices, and digital technologies. While highlighting topics including audience relationship, digital art, and computer animation, this book is ideally designed for academicians, researchers, high-level art students, and art professionals.

Book Games and Learning Alliance

Download or read book Games and Learning Alliance written by Alessandro de Gloria and published by Springer. This book was released on 2016-06-22 with total page 590 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.

Book Advances in Computer Graphics

Download or read book Advances in Computer Graphics written by Marina Gavrilova and published by Springer. This book was released on 2019-06-11 with total page 598 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 36th Computer Graphics International Conference, CGI 2019, held in Calgary, AB, Canada, in June 2019. The 30 revised full papers presented together with 28 short papers were carefully reviewed and selected from 231 submissions. The papers address topics such as: 3D reconstruction and rendering, virtual reality and augmented reality, computer animation, geometric modelling, geometric computing, shape and surface modelling, visual analytics, image processing, pattern recognition, motion planning, gait and activity biometric recognition, machine learning for graphics and applications in security, smart electronics, autonomous navigation systems, robotics, geographical information systems, and medicine and art.

Book Computer Vision     ECCV 2020 Workshops

Download or read book Computer Vision ECCV 2020 Workshops written by Adrien Bartoli and published by Springer Nature. This book was released on 2021-01-29 with total page 786 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 6-volume set, comprising the LNCS books 12535 until 12540, constitutes the refereed proceedings of 28 out of the 45 workshops held at the 16th European Conference on Computer Vision, ECCV 2020. The conference was planned to take place in Glasgow, UK, during August 23-28, 2020, but changed to a virtual format due to the COVID-19 pandemic. The 249 full papers, 18 short papers, and 21 further contributions included in the workshop proceedings were carefully reviewed and selected from a total of 467 submissions. The papers deal with diverse computer vision topics. Part III includes the Advances in Image Manipulation Workshop and Challenges.

Book Encyclopedia of Computer Graphics and Games

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Book Active Learning in College Science

Download or read book Active Learning in College Science written by Joel J. Mintzes and published by Springer Nature. This book was released on 2020-02-23 with total page 989 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores evidence-based practice in college science teaching. It is grounded in disciplinary education research by practicing scientists who have chosen to take Wieman’s (2014) challenge seriously, and to investigate claims about the efficacy of alternative strategies in college science teaching. In editing this book, we have chosen to showcase outstanding cases of exemplary practice supported by solid evidence, and to include practitioners who offer models of teaching and learning that meet the high standards of the scientific disciplines. Our intention is to let these distinguished scientists speak for themselves and to offer authentic guidance to those who seek models of excellence. Our primary audience consists of the thousands of dedicated faculty and graduate students who teach undergraduate science at community and technical colleges, 4-year liberal arts institutions, comprehensive regional campuses, and flagship research universities. In keeping with Wieman’s challenge, our primary focus has been on identifying classroom practices that encourage and support meaningful learning and conceptual understanding in the natural sciences. The content is structured as follows: after an Introduction based on Constructivist Learning Theory (Section I), the practices we explore are Eliciting Ideas and Encouraging Reflection (Section II); Using Clickers to Engage Students (Section III); Supporting Peer Interaction through Small Group Activities (Section IV); Restructuring Curriculum and Instruction (Section V); Rethinking the Physical Environment (Section VI); Enhancing Understanding with Technology (Section VII), and Assessing Understanding (Section VIII). The book’s final section (IX) is devoted to Professional Issues facing college and university faculty who choose to adopt active learning in their courses. The common feature underlying all of the strategies described in this book is their emphasis on actively engaging students who seek to make sense of natural objects and events. Many of the strategies we highlight emerge from a constructivist view of learning that has gained widespread acceptance in recent years. In this view, learners make sense of the world by forging connections between new ideas and those that are part of their existing knowledge base. For most students, that knowledge base is riddled with a host of naïve notions, misconceptions and alternative conceptions they have acquired throughout their lives. To a considerable extent, the job of the teacher is to coax out these ideas; to help students understand how their ideas differ from the scientifically accepted view; to assist as students restructure and reconcile their newly acquired knowledge; and to provide opportunities for students to evaluate what they have learned and apply it in novel circumstances. Clearly, this prescription demands far more than most college and university scientists have been prepared for.

Book Echoes of Other Worlds  Sound in Virtual Reality

Download or read book Echoes of Other Worlds Sound in Virtual Reality written by Tom A. Garner and published by Springer. This book was released on 2017-09-01 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.