Everyday Virtual and Augmented Reality / edited by Adalberto Simeone, Benjamin Weyers, Svetlana Bialkova, Robert W. Lindeman
(Human–Computer Interaction Series. ISSN:25244477)
データ種別 | 電子ブック |
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版 | 1st ed. 2023. |
出版者 | (Cham : Springer International Publishing : Imprint: Springer) |
出版年 | 2023 |
大きさ | XII, 249 p. 83 illus., 75 illus. in color : online resource |
著者標目 | Simeone, Adalberto editor Weyers, Benjamin editor Bialkova, Svetlana editor Lindeman, Robert W editor SpringerLink (Online service) |
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一般注記 | Preface -- Introduction to Everyday Virtual and Augmented Reality -- XR for Knowledge Work in Everyday Environments -- The Use of MR for Temporal Coordination in Everyday Work Context -- Rotational and Positional Jitter in Virtual Reality Interaction in Everyday VR -- Development and Validation of a Mixed Reality Exergaming Platform for Fitness Training of Older Adults -- Networked Virtual Reality and Enhanced Sensing for Remote Classes and Presentations -- 7 Enhancing Multisensory Experience and Brand Value: Key Determinants for Extended, Augmented, and Virtual Reality Marketing Applications -- Immersive VR Evaluations -- Adaptive Virtual Neuroarchitecture 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 HTTP:URL=https://doi.org/10.1007/978-3-031-05804-2 |
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件 名 | LCSH:User interfaces (Computer systems) LCSH:Human-computer interaction LCSH:Computers and civilization FREE:User Interfaces and Human Computer Interaction FREE:Computers and Society |
分 類 | LCC:QA76.9.U83 LCC:QA76.9.H85 DC23:005.437 DC23:004.019 |
書誌ID | EB00001490 |
ISBN | 9783031058042 |
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