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Everyday Virtual and Augmented Reality / edited by Adalberto Simeone, Benjamin Weyers, Svetlana Bialkova, Robert W. Lindeman.

SpringerLink Books Computer Science (2011-2024) Available online

View online
Format:
Book
Contributor:
Simeone, Adalberto., Editor.
Weyers, Benjamin., Editor.
Bialkova, Svetlana., Editor.
Lindeman, Robert W., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
Human-computer interaction series 2524-4477
Human-Computer Interaction Series, 2524-4477
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Computers and civilization.
User Interfaces and Human Computer Interaction.
Computers and Society.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computers and Society.
Physical Description:
1 online resource (XII, 249 pages) : 83 illustrations, 75 illustrations in color.
Edition:
1st ed. 2023.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2023.
System Details:
text file PDF
Summary:
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 et cetera 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.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-031-05804-2
9783031058042
Access Restriction:
Restricted for use by site license.

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