Everyday Virtual and Augmented Reality

Lieferzeit: Lieferbar innerhalb 14 Tagen

192,59 

Human-Computer Interaction Series

ISBN: 3031058038
ISBN 13: 9783031058035
Herausgeber: Adalberto Simeone/Benjamin Weyers/Svetlana Bialkova et al
Verlag: Springer Verlag GmbH
Umfang: xii, 249 S., 8 s/w Illustr., 75 farbige Illustr., 249 p. 83 illus., 75 illus. in color.
Erscheinungsdatum: 19.02.2023
Auflage: 1/2023
Produktform: Gebunden/Hardback
Einband: Gebunden

This edited book introduces readers to the area of „Everyday Virtual and Augmented Reality“. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challenges encompass the design and implementation of appropriate VR/AR applications for ordinary environments that were not built with the explicit intention of supporting VR systems. The everyday/domestic environments present a range of issues that are usually not present in the physical locations purposed for VR and AR use in academic or professional environments, such as constrained spaces, presence of obstacles, absence of instrumentation, social and organizational restrictions etc.To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of the field, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the globe and platforms, provide a comprehensive discussion on scientific and engineering methods, which enable the development of VR/AR systems in everyday context.

Artikelnummer: 5415265 Kategorie:

Beschreibung

This edited book introduces readers to the area of "Everyday Virtual and Augmented Reality". With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challenges encompass the design and implementation of appropriate VR/AR applications for ordinary environments that were not built with the explicit intention of supporting VR systems. The everyday/domestic environments present a range of issues that are usually not present in the physical locations purposed for VR and AR use in academic or professional environments, such as constrained spaces, presence of obstacles, absence of instrumentation, social and organizational restrictions etc. To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of the field, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the globe and platforms, provide a comprehensive discussion on scientific and engineering methods, which enable the development of VR/AR systems in everyday context.

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E-Mail: juergen.hartmann@springer.com

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