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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...
This book is the condensed result of an extensive European project developing the future of 3D-Television. The book describes the state of the art in relevant topics: Capture of 3D scene for input to 3DTV system; Abstract representation of captured 3D scene information in digital form; Specifying data exchange format; Transmission of coded data; Conversion of 3DTV data for holographic and other displays; Equipment to decode and display 3DTV signal.
This book has evolved out of roughly ve years of working on computing with social trust. In the beginning, getting people to accept that social networks and the relationships in them could be the basis for interesting, relevant, and exciting c- puter science was a struggle. Today, social networking and social computing have become hot topics, and those of us doing research in this space are nally nding a wealth of opportunities to share our work and to collaborate with others. This book is a collection of chapters that cover all the major areas of research in this space. I hope it will serve as a guide to students and researchers who want a strong introduction to work in the eld, and as enco...
This book focuses on the design, development, and analysis of augmented and virtual reality (AR/VR)-based systems, along with the technological impacts and challenges in social learning. Social Learning provides a comprehensive approach to researching methods in the emerging fields of AR/VR. The contributors of this book outline the state-of-the-art implementation of AR/VR for the Internet of Things, Blockchains, Big Data, and 5G within AR/VR systems.
Embark on a Journey into the Augmented World of "Mastering Augmented Reality" In an era of boundless technological innovation, the augmented realm stands as a portal to merging the digital and physical realities. "Mastering Augmented Reality" is your ultimate guide to immersing yourself in the art and science of creating dynamic augmented experiences that enhance the way we interact with the world around us. Whether you're a budding AR creator or a curious enthusiast, this book equips you with the knowledge and skills needed to navigate the intricacies of the captivating augmented world. About the Book: "Mastering Augmented Reality" takes you on an enlightening journey through the intricacie...
It is widely accepted that technology is one of the forces driving economic growth. Although more and more new technologies have emerged, various evidence shows that their performances were not as high as expected. In both academia and practice, there are still many questions about what technologies to adopt and how to manage these technologies. The 15 articles in this book aim to look into these questions. There are quite many features in this book. Firstly, the articles are from both developed countries and developing countries in Asia, Africa and South and Middle America. Secondly, the articles cover a wide range of industries including telecommunication, sanitation, healthcare, entertainment, education, manufacturing, and financial. Thirdly, the analytical approaches are multi-disciplinary, ranging from mathematical, economic, analytical, empirical and strategic. Finally, the articles study both public and private organizations, including the service industry, manufacturing industry, and governmental organizations. Given its wide coverage and multi-disciplines, the book may be useful for both academic research and practical management.
This book contains 9 Chapters. Chapter 1 Introduction To 6G Technology Chapter 2 Fundamentals Of 6G Technology Chapter 3 Core Technologies In 6G Chapter 4 Beyond Speed: 6G Performance Metrics Chapter 5 Network Architecture and Topology In 6G Chapter 6 Security and Privacy In 6G Chapter 7 Global 6G Initiatives Chapter 8 Application and Use Cases of 6G Chapter 9 Challenges and Future Research Directions in 6G Appendices: Recommended Questions with Answers on 6G Recommended Further Readings and Resources
Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. Handbook of Augmented Reality provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.
This collection of essays consists of selected papers presented at the 24th IEEE FRUCT conference. It highlights the most pressing research topics in infocommunication technologies, such as challenges in the development of next generation networks, the architectures and design of innovative knowledge-based systems, and innovations in healthcare and eHealth.
Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.