Virtual Reality Visual Computation Augmented and Mixed I O Interface

Virtual Reality  Visual Computation  Augmented and Mixed  I O Interface
Author: Dr.J.Shobana,Dr.S.Nithya,Mrs.G.S.Gayathri,Mrs.H.Deepika,Dr.N.Jayashri Karthikeyan
Publsiher: SK Research Group of Companies
Total Pages: 182
Release: 2024-03-05
Genre: Computers
ISBN: 9788119980970

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Dr.J.Shobana, Assistant Professor, Department of Computer Science and Engineering, SRM Institute of Science and Technology, Kattankulathur, Chennai, Tamil Nadu, India. Dr.S.Nithya, Assistant Professor, Department of Computer Applications, SRM Institute of Science and Technology, Kattankulathur, Chennai, Tamil Nadu, India. Mrs.G.S.Gayathri, Assistant Professor, Department of Computer Science, SRM Institute of Science and Technology, Ramapuram, Chennai, Tamil Nadu, India. Mrs.H.Deepika, Assistant Professor, Department of Information Technology, Panimalar Engineering College, Chennai, Tamil Nadu, India. Dr.N.Jayashri Karthikeyan, Assistant Professor, Department of Computer Science, SRM Institute of Science and Technology, Ramapuram, Chennai, Tamil Nadu, India.

Multimedia and Sensory Input for Augmented Mixed and Virtual Reality

Multimedia and Sensory Input for Augmented  Mixed  and Virtual Reality
Author: Tyagi, Amit Kumar
Publsiher: IGI Global
Total Pages: 310
Release: 2021-01-08
Genre: Computers
ISBN: 9781799847045

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Augmented and virtual reality (AR and VR) offer exciting opportunities for human computer interaction (HCI), the enhancement of places, and new business cases. Though VR is most popular for video games, especially among younger generations, AR and VR can also be used in applications that include military, medical, navigational, tourism, marketing, and maintenance uses. Research in these technologies along with 3D user interfaces has gained momentum in recent years and has solidified it as a staple technology for the foreseeable future. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality includes a collection of business case studies covering a variety of topics related to AR, VR, and mixed reality (MR) including their use in possible applications. This book also touches on the diverse uses of AR and VR in many industries and discusses their importance, challenges, and opportunities. While discussing the use these technologies in sectors such as education, healthcare, and computer science, this book is ideal for computer scientists, engineers, practitioners, stakeholders, researchers, academicians, and students who are interested in the latest research on augmented, mixed, and virtual reality.

Emerging Technologies of Augmented Reality Interfaces and Design

Emerging Technologies of Augmented Reality  Interfaces and Design
Author: Haller, Michael,Billinghurst, Mark,Thomas, Bruce
Publsiher: IGI Global
Total Pages: 414
Release: 2006-11-30
Genre: Computers
ISBN: 9781599040684

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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.

Virtual Augmented and Mixed Reality Applications of Virtual and Augmented Reality

Virtual  Augmented and Mixed Reality  Applications of Virtual and Augmented Reality
Author: Randall Shumaker,Lackey Stephanie
Publsiher: Springer
Total Pages: 497
Release: 2014-06-06
Genre: Computers
ISBN: 9783319074641

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The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 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 total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 43 papers included in this volume are organized in the following topical sections: VAMR in education and cultural heritage; games and entertainment; medical, health and rehabilitation applications; industrial, safety and military applications.

Advances in Augmented Reality and Virtual Reality

Advances in Augmented Reality and Virtual Reality
Author: Jitendra Kumar Verma,Sudip Paul
Publsiher: Springer Nature
Total Pages: 220
Release: 2022-01-01
Genre: Technology & Engineering
ISBN: 9789811672200

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This book gathers the recent advances in Augmented Reality (AR) and Virtual Reality (VR). It includes topics on classification of computer assisted environments, field-of-views on visuospatial memory in complex virtual environment, free-roam VR for gaming, simulation of physical processes in an electric circuit, motion study of mated gears, ternary reversible gates with virtual reality, inclusiveness of AR and VR for agricultural disease detection, application of AR and VR in medical and pharmaceuticals, drones for medical assistance, machine learning based AR technologies for human face detection, recognition, and automated vehicles for medical assistance. The book is targeted towards advancing undergraduate, graduate, and post graduate students, researchers, academicians, policymakers, various government officials, NGOs, and industry research professionals who are currently working in the field of science and technology either directly or indirectly to benefit the common masses.

Fundamentals of Wearable Computers and Augmented Reality

Fundamentals of Wearable Computers and Augmented Reality
Author: Woodrow Barfield
Publsiher: CRC Press
Total Pages: 739
Release: 2015-07-29
Genre: Computers
ISBN: 9781482243512

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Data will not help you if you can’t see it where you need it. Or can’t collect it where you need it. Upon these principles, wearable technology was born. And although smart watches and fitness trackers have become almost ubiquitous, with in-body sensors on the horizon, the future applications of wearable computers hold so much more. A trusted reference for almost 15 years, Fundamentals of Wearable Computers and Augmented Reality goes beyond smart clothing to explore user interface design issues specific to wearable tech and areas in which it can be applied. Upon its initial publication, the first edition almost instantly became a trusted reference, setting the stage for the coming decade, in which the explosion in research and applications of wearable computers and augmented reality occurred. Written by expert researchers and teachers, each chapter in the second edition has been revised and updated to reflect advances in the field and provide fundamental knowledge on each topic, solidifying the book’s reputation as a valuable technical resource as well as a textbook for augmented reality and ubiquitous computing courses. New Chapters in the Second Edition Explore: Haptics Visual displays Use of augmented reality for surgery and manufacturing Technical issues of image registration and tracking Augmenting the environment with wearable audio interfaces Use of augmented reality in preserving cultural heritage Human-computer interaction and augmented reality technology Spatialized sound and augmented reality Augmented reality and robotics Computational clothing From a technology perspective, much of what is happening now with wearables and augmented reality would not have been possible even five years ago. In the fourteen years since the first edition burst on the scene, the capabilities and applications of both technologies are orders of magnitude faster, smaller, and cheaper. Yet the book’s overarching mission remains the same: to supply the fundamental information and basic knowledge about the design and use of wearable computers and augmented reality with the goal of enhancing people’s lives.

Artificial Intelligence for Virtual Reality

Artificial Intelligence for Virtual Reality
Author: Jude Hemanth,Madhulika Bhatia,Isabel De La Torre Diez
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 167
Release: 2023-12-04
Genre: Computers
ISBN: 9783110713855

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Understanding Virtual Reality

Understanding Virtual Reality
Author: William R. Sherman,Alan B. Craig
Publsiher: Morgan Kaufmann
Total Pages: 938
Release: 2018-11-08
Genre: Computers
ISBN: 9780128010389

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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