Virtual und Augmented Reality (VR / AR)

Grundlagen und Methoden der Virtuellen und Augmentierten Realität

Author: Ralf Dörner,Wolfgang Broll,Paul Grimm,Bernhard Jung

Publisher: Springer-Verlag

ISBN: 3642289037

Category: Computers

Page: 351

View: 518

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Das Lehrbuch vermittelt die theoretischen und praktischen Grundlagen, die benötigt werden, um Virtual- und Augmented-Reality-Systeme (VR/AR) eigenständig zu realisieren oder zu erweitern. Es dient Studierenden als anschauliche Begleitlektüre zu Lehrveranstaltungen, die VR/AR thematisieren, u. a. in den Fächern Informatik, Medien oder Natur- und Ingenieurwissenschaften. Durch seinen modularen Aufbau eignet sich der Band auch für das Selbststudium und kann darüber hinaus als Nachschlagewerk verwendet werden.

Virtual und Augmented Reality (VR / AR)

Grundlagen und Methoden der Virtuellen und Augmentierten Realität

Author: Ralf Dörner,Wolfgang Broll,Paul Grimm,Bernhard Jung

Publisher: Springer Vieweg

ISBN: 9783642289026

Category: Computers

Page: 351

View: 660

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Das Lehrbuch vermittelt die theoretischen und praktischen Grundlagen, die benötigt werden, um Virtual- und Augmented-Reality-Systeme (VR/AR) eigenständig zu realisieren oder zu erweitern. Es dient Studierenden als anschauliche Begleitlektüre zu Lehrveranstaltungen, die VR/AR thematisieren, u. a. in den Fächern Informatik, Medien oder Natur- und Ingenieurwissenschaften. Durch seinen modularen Aufbau eignet sich der Band auch für das Selbststudium und kann darüber hinaus als Nachschlagewerk verwendet werden.

Virtual Reality & Augmented Reality in Industry

Author: Dengzhe Ma,Jürgen Gausemeier,Xiumin Fan,Michael Grafe

Publisher: Springer Science & Business Media

ISBN: 3642173764

Category: Computers

Page: 200

View: 9666

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"Virtual Reality & Augmented Reality in Industry" collects the proceedings of the 2nd Sino-German Workshop on the same topic held in Shanghai on April 16-17, 2009. The papers focus on the latest Virtual Reality (VR) / Augmented Reality (AR) technology and its application in industrial processes and presents readers with innovative methods, typical case studies and the latest information on VR/AR basic research results and industrial applications, such as 3D rendering, innovative human-machine design, VR/AR methodology and new tools for assisting in industry, virtual assembly, virtual factory, training and education, etc. The book is intended for computer scientists, IT engineers as well as researchers in Mechanical Engineering. Dr. Dengzhe Ma and Dr. Xiumin Fan are both professors at Shanghai Jiao Tong University, China; Dr.-Ing. Jürgen Gausemeier is a professor of Computer-Integrated Manufacturing at the Heinz Nixdorf Institute, University of Paderborn, Germany; Dipl.-Ing. Michael Grafe is a senior engineer in the Product Engineering Research Group at the Heinz Nixdorf Institute, University of Paderborn.

Augmented und Virtual Reality. Chancen, Risiken und Entwicklungsmöglichkeiten

Author: Tobias Hust

Publisher: GRIN Verlag

ISBN: 3668382697

Category: Computers

Page: 25

View: 5540

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Studienarbeit aus dem Jahr 2016 im Fachbereich Informatik - Wirtschaftsinformatik, Note: 1,3, ASW Berufsakademie Saarland Neunkirchen, Sprache: Deutsch, Abstract: Die Techniken Augmented Reality (AR) und Virtual Reality (VR) sind momentan aktueller denn je und erhalten dank Spielen wie „Pokémon Go“ und neuen Entwicklungen wie der „Hololens“ von Microsoft immer mehr Aufmerksamkeit. Sowohl im betrieblichen, als auch im privaten Bereich erschließen sich dank der Entwicklungen immer neue Möglichkeiten, die einen hohen Mehrwert bieten können. In der Studienarbeit werden daher neben den technischen Grundlagen von AR und VR vor allem die Chancen und Risiken dieser Technologien, sowie die Einsatzmöglichkeiten im betrieblichen und privaten Umfeld erläutert. Außerdem werden weitere Entwicklungsmöglichkeiten für die Zukunft aufgezeigt.

Augmented Reality and Virtual Reality

Empowering Human, Place and Business

Author: Timothy Jung,M. Claudia tom Dieck

Publisher: Springer

ISBN: 3319640275

Category: Business & Economics

Page: 384

View: 9468

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This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the International AR & VR Conference held in Manchester, UK, in February 2017, the book advances the state of the art in AR and VR technologies and their applications in various industries such as tourism, hospitality, events, fashion, entertainment, retail, education and the gaming industry. The papers presented here cover the most significant topics within the field of AR and VR for both researchers and practitioners, approaching them from a business and management perspective.

Virtual & Augmented Reality For Dummies

Author: Paul Mealy

Publisher: John Wiley & Sons

ISBN: 1119481422

Category: Computers

Page: 352

View: 9722

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An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Virtual and Augmented Reality Applications in Manufacturing

Author: S.K. Ong,A.Y.C. Nee

Publisher: Springer Science & Business Media

ISBN: 1447138732

Category: Technology & Engineering

Page: 388

View: 713

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Written by experts from the world’s leading institutions in the field, this is the only book to cover virtual and augmented reality in manufacturing from a manufacturing perspective, rather than a computer science angle. It details applications of state-of-the-art technologies in real industrial situations.

Augmented Reality, Virtual Reality, and Computer Graphics

4th International Conference, AVR 2017, Ugento, Italy, June 12-15, 2017, Proceedings

Author: Lucio Tommaso De Paolis,Patrick Bourdot,Antonio Mongelli

Publisher: Springer

ISBN: 331960922X

Category: Computers

Page: 476

View: 7421

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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.

Augmented and Virtual Reality in Libraries

Author: Jolanda-Pieta van Arnhem,Christine Elliott,Marie Rose

Publisher: Rowman & Littlefield

ISBN: 1538102927

Category: Language Arts & Disciplines

Page: 248

View: 8358

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This book is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. It makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals in libraries, museums, and archives.

Virtual Reality and Augmented Reality

Myths and Realities

Author: Bruno Arnaldi,Pascal Guitton,Guillaume Moreau

Publisher: John Wiley & Sons

ISBN: 1119341094

Category: Computers

Page: 370

View: 8211

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Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

Practical Augmented Reality

A Guide to the Technologies, Applications, and Human Factors for AR and VR

Author: Steve Aukstakalnis

Publisher: Addison-Wesley Professional

ISBN: 0134094352

Category: Computers

Page: 448

View: 3046

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The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.

Emerging Technologies for Health and Medicine

Virtual Reality, Augmented Reality, Artificial Intelligence, Internet of Things, Robotics, Industry 4.0

Author: Dac-Nhuong Le,Chung Van Le,Jolanda G. Tromp,Gia Nhu Nguyen

Publisher: John Wiley & Sons

ISBN: 1119509882

Category: Computers

Page: 318

View: 2860

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With the current advances in technology innovation, the field of medicine and healthcare is rapidly expanding and, as a result, many different areas of human health diagnostics, treatment and care are emerging. Wireless technology is getting faster and 5G mobile technology allows the Internet of Medical Things (IoMT) to greatly improve patient care and more effectively prevent illness from developing. This book provides an overview and review of the current and anticipated changes in medicine and healthcare due to new technologies and faster communication between users and devices. This groundbreaking book presents state-of-the-art chapters on many subjects including: A review of the implications of VR and AR healthcare applications A review of current augmenting dental care An overview of typical human-computer interaction (HCI) that can help inform the development of user interface designs and novel ways to evaluate human behavior to responses in virtual reality (VR) and other new technologies A review of telemedicine technologies Building empathy in young children using augmented reality AI technologies for mobile health of stroke monitoring & rehabilitation robotics control Mobile doctor brain AI App An artificial intelligence mobile cloud computing tool Development of a robotic teaching aid for disabled children Training system design of lower limb rehabilitation robot based on virtual reality

Digitalisierung in der Aus- und Weiterbildung

Virtual und Augmented Reality für Industrie 4.0

Author: Oliver Thomas,Dirk Metzger,Helmut Niegemann

Publisher: Springer-Verlag

ISBN: 366256551X

Category: Business & Economics

Page: 225

View: 8852

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Dieses Buch beschreibt und erklärt die Potenziale von Virtual und Augmented Reality für die berufliche Aus- und Weiterbildung. Die damit verbundene Digitalisierung der Bildungsprozesse verbindet die Schulung in der virtuellen Realität mit der Unterstützung der Mitarbeiter während der Ausführung ihrer Tätigkeiten in der erweiterten Realität. Das Wissen und die Kompetenzen der Mitarbeiter sind nicht nur in der Produktion, sondern ebenso im Bereich von Dienstleistungen wesentliche Erfolgsfaktoren der Unternehmen. Das Buch zeigt, dass die fortwährende Digitalisierung durch mobile und tragbare Informationssysteme neue Chancen für die Aus- und Weiterbildung bietet und den Zugang zu Lerninhalten unabhängig von räumlichen, zeitlichen und individuellen Gegebenheiten ermöglicht.

Research Handbook on the Law of Virtual and Augmented Reality

Author: Woodrow Barfield,Marc Jonathan Blitz

Publisher: Edward Elgar Publishing

ISBN: 1786438593

Category: Computers

Page: 712

View: 6428

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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.

Virtuelle Realität

Author: Manfred Brill

Publisher: Springer-Verlag

ISBN: 3540851186

Category: Computers

Page: 184

View: 6575

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Virtuelle Realität oder Virtual Reality (VR) hat in den letzten Jahren eine stürmische Entwicklung genommen. Dieses Buch führt in Theorie und Praxis der virtuellen Realität ein und liefert einen Überblick über Software-Architekturen. Der Schwerpunkt liegt bei Anwendungen der VR, beispielhafte Anwendungen werden mit VR Juggler betrachtet und implementiert. Für das erfolgreiche Bearbeiten der Aufgaben sind Erfahrungen im Programmieren mit C++ und OpenGL erforderlich, Kenntnisse in Computergrafik und Grafikprogrammierung werden vorausgesetzt.

Understanding Augmented Reality

Concepts and Applications

Author: Alan B. Craig

Publisher: Newnes

ISBN: 0240824105

Category: Computers

Page: 296

View: 1498

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Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today’s technology. At the same time, ample examples are provided that show what is possible with current technology. Explore the different techniques, technologies and approaches used in developing AR applications Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences Some AR examples can be experienced from within the book using downloadable software

Augmented Reality

Einblicke in die Erweiterte Realität

Author: Marcus Tönnis

Publisher: Springer-Verlag

ISBN: 364214179X

Category: Computers

Page: 193

View: 3028

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Der Autor befasst sich mit der Überlagerung der realen Welt durch computergenerierte virtuelle Objekte. Die drei grundlegenden Bausteine dieser erweiterten Realität, Darstellung, Tracking und Benutzerinteraktion, werden Schritt für Schritt eingeführt und miteinander in Zusammenhang gebracht. Ein Überblick über Anwendungen in Forschung und Industrie liefert Anregungen für die Entwicklung eigener Systeme. Leser können den Stoff anhand zahlreicher Übungen vertiefen.

Introduction to XR, VR, AR, and MR

(virtual reality,augmented reality,mixed reality & extended reality)

Author: G.S.SRIDHAR

Publisher: G.S.SRIDHAR

ISBN: N.A

Category:

Page: 42

View: 3008

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GET TO KNOW MORE ABOUT VIRTUAL REALITY(VR),AUGMENTED REALITY(AR),MIXED REALITY(MR) AND EXTENDED REALITY(XR). GET TO KNOW DEEP INSIGHT AND APPLICATIONS OF VR,AR,MR & XR.

Mudah Membuat Game Augmented Reality (AR) dan Virtual Reality (VR) dengan Unity 3D

Author: Andre Kurniawan Pamoedji, Maryuni, Ridwan Sanjaya

Publisher: Elex Media Komputindo

ISBN: 6020400387

Category: Computers

Page: 205

View: 5009

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Pembuatan game saat ini telah menjadi semakin menarik bagi masyarakat Indonesia, terbukti dari buku Mudah Membuat Game dan Potensi Finansialnya dengan Unity 3D yang ditulis sebelumnya telah masuk ke dalam cetak ulang yang keempat pada saat buku ini ditulis. Buku tersebut membahas mengenai dasar-dasar pembuatan game Unity 3D dan potensi fi nansialnya. Kali ini, Unity 3D akan digunakan untuk mengembangkan aplikasi Augmented Reality (AR) dan Virtual Reality (VR) yang sama-sama menarik saat ini. Game Augmented Reality mulai naik daun dan disukai banyak orang ketika game Pokemon Go dirilis, meskipun sebetulnya beberapa aplikasi sejenis telah ada sebelumnya. Sedangkan game Virtual Reality naik daun ketika Samsung mempromosikan produknya. Buku ini mengajak pembaca untuk membuat permainan dalam bentuk AR maupun VR secara sederhana. Sehingga selanjutnya dapat dikembangkan sendiri sesuai dengan kebutuhan. Dengan langkah-langkah yang sistematis dan disertai gambar, diharapkan dapat membantu menguasai pembahasan di dalam buku ini.