Everyday Virtual and Augmented Reality

Simeone, Adalberto, Weyers, Benjamin, Bialkova, Svetlana

  • 出版商: Springer
  • 出版日期: 2024-02-20
  • 售價: $7,050
  • 貴賓價: 9.5$6,698
  • 語言: 英文
  • 頁數: 249
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 3031058062
  • ISBN-13: 9783031058066
  • 相關分類: VR/AR
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

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 thefield, 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.


商品描述(中文翻譯)

這本編輯書籍向讀者介紹了「日常虛擬與擴增實境」的領域。隨著虛擬與擴增實境技術在我們的家庭和工作場所中變得越來越普及,新的使用案例和情境隨之出現,並伴隨著需要解決的新挑戰。這些挑戰包括為普通環境設計和實施適當的VR/AR應用程式,而這些環境並不是專門為支持VR系統而建造的。日常/家庭環境呈現出一系列通常在學術或專業環境中為VR和AR使用而設的物理位置中不存在的問題,例如空間受限、障礙物的存在、缺乏儀器、社會和組織限制等。

為了解決上述挑戰,我們收集了虛擬現實和擴增實境研究社群的最新研究成果,結合了對該領域的一般定義和特徵、互動概念和技術、各種使用案例和領域的介紹。來自全球和不同平台的各種環境範例(從教育、運動到消費和行銷)提供了對科學和工程方法的全面討論,這些方法使得在日常情境中開發VR/AR系統成為可能。