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Augmented Marked Graphs

by King Sing Cheung

Petri nets are a formal and theoretically rich model for the modelling and analysis of systems. A subclass of Petri nets, augmented marked graphs possess a structure that is especially desirable for the modelling and analysis of systems with concurrent processes and shared resources.This monograph consists of three parts: Part I provides the conceptual background for readers who have no prior knowledge on Petri nets; Part II elaborates the theory of augmented marked graphs; finally, Part III discusses the application to system integration. The book is suitable as a first self-contained volume on augmented marked graphs, and will be useful to both researchers and practitioners in the fields of Petri nets and system integration.

Augmented Reality: An Emerging Technologies Guide to AR

by Greg Kipper Joseph Rampolla

With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers.Educates readers how best to use augmented reality regardless of industryProvides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods Includes actual examples and case studies from both private and government application

Augmented Reality: An Emerging Technologies Guide to AR

by Greg Kipper Joseph Rampolla

With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers.Educates readers how best to use augmented reality regardless of industryProvides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods Includes actual examples and case studies from both private and government application

Augmented Reality: Where We Will All Live

by Jon Peddie

This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.

Augmented Reality: Where We Will All Live

by Jon Peddie

This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR), mixed reality (MR) and extended reality (XR). The author presents AR from its initial philosophies and early developments, and in this updated 2nd edition discusses the latest advances and the ramifications they bring and the impact they have on modern society. He examines the new companies that have entered the field and those that have failed or were acquired giving a complete history of AR progress. He explores the possible future developments providing readers with the tools to understand issues relating to defining, building, and using their perception of what is represented in their perceived reality, and ultimately how we assimilate and react to this information. In Augmented Reality: Where We Will All Live 2nd Edition, Jon Peddie has amassed and integrated a corpus of material that is finally in one place. It will serve as a comprehensive guide and provide valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality, its concepts, history, practices, and the science behind this rapidly advancing field of research and development.

Augmented Reality: Einblicke in die Erweiterte Realität (Informatik im Fokus)

by Marcus Tönnis

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.

Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies (Springer Series on Cultural Computing)

by Vladimir Geroimenko

This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today’s world – Artificial Intelligence (AI) and Augmented Reality (AR). It is written by a team of 50 researchers and practitioners from 16 countries, which has enabled a thorough coverage of emerging or previously unexplored subject areas. The authors consider practical, theoretical, and cultural aspects of “AI-powered AR” and “AR-enriched AI”, and their usage in a large variety of areas, such as education, medicine, healthcare, dentistry, pharmacy, active lifestyle, smart services, fashion, retail, recommender systems, and several others. Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies is essential reading not only for researchers, practitioners and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in building a comprehensive understanding of the emerging fields of “intelligent augmented environments” and “artificial intelligence presented by augmented reality”.

Augmented Reality and Virtual Reality: Empowering Human, Place and Business (Progress in IS)

by Timothy Jung M. Claudia tom Dieck

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.

Augmented Reality and Virtual Reality: Changing Realities in a Dynamic World (Progress in IS)

by Timothy Jung M. Claudia tom Dieck Philipp A. Rauschnabel

This book features the latest research in the area of immersive technologies, presented at the 5th International Augmented and Virtual Reality Conference, held in Munich, Germany in 2019. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, healthcare, tourism, events, fashion, entertainment, retail and the gaming industry. The volume is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

Augmented Reality and Virtual Reality: The Power of AR and VR for Business (Progress in IS)

by M. Claudia tom Dieck Timothy Jung

This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.

Augmented Reality and Virtual Reality: New Trends in Immersive Technology (Progress in IS)

by M. Claudia tom Dieck Timothy H. Jung Sandra M. C. Loureiro

This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry.The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium (Springer Series on Cultural Computing)

by Vladimir Geroimenko

This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, and contains 5 new chapters. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium (Springer Series on Cultural Computing)

by Vladimir Geroimenko

Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium (Springer Series on Cultural Computing)

by Vladimir Geroimenko

This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks.Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

Augmented Reality Environments for Medical Imaging and Computer-Assisted Interventions: International Workshops (Lecture Notes in Computer Science #8090)

by Hongen Liao Cristian A. Linte Ken Masamune Terry M. Peters Guayan Zheng

This book constitutes the refereed proceedings of two workshops MAIR/AE-CAI 2013, held in conjunction with MICCAI 2013, held in Nagoya, Japan, in September 2013. The 29 revised full papers presented were carefully reviewed and selected from 44 submissions. The papers cover a wide range of topics addressing the main research efforts in the fields of medical image formation, analysis and interpretation, augmented reality and visualization, computer assisted intervention, interventional imaging, image-guided robotics, image-guided intervention, surgical planning and simulation, systematic extra- and intra-corporeal imaging modalities, and general biological and neuroscience image computing.

Augmented Reality for Android Application Development

by Jens Grubert Dr Raphael Grasset

A step-by-step tutorial-based guide aimed at giving you hands-on practical experience to develop AR applications for Android.Augmented Reality for Android Application Development is for Android mobile application developers who are familiar with Android Development Tools and deployment, JMonkeyEngine, and the Vuforia SDK.

Augmented Reality for Developers: Build practical augmented reality applications with Unity, ARCore, ARKit, and Vuforia

by Jonathan Linowes Krystian Babilinski

Build exciting AR applications on mobile and wearable devices with Unity 3D, Vuforia, ARToolKit, Microsoft Mixed Reality HoloLens, Apple ARKit, and Google ARCore About This Book • Create unique AR applications from scratch, from beginning to end, with step-by-step tutorials • Use Unity 3D to efficiently create AR apps for Android, iOS, and Windows platforms • Use Vuforia, ARTookKit, Windows Mixed Reality, and Apple ARKit to build AR projects for a variety of markets • Learn best practices in AR user experience, software design patterns, and 3D graphics Who This Book Is For The ideal target audience for this book is developers who have some experience in mobile development, either Android or iOS. Some broad web development experience would also be beneficial. What You Will Learn • Build Augmented Reality applications through a step-by-step, tutorial-style project approach • Use the Unity 3D game engine with the Vuforia AR platform, open source ARToolKit, Microsoft's Mixed Reality Toolkit, Apple ARKit, and Google ARCore, via the C# programming language • Implement practical demo applications of AR including education, games, business marketing, and industrial training • Employ a variety of AR recognition modes, including target images, markers, objects, and spatial mapping • Target a variety of AR devices including phones, tablets, and wearable smartglasses, for Android, iOS, and Windows HoloLens • Develop expertise with Unity 3D graphics, UIs, physics, and event systems • Explore and utilize AR best practices and software design patterns In Detail Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses. Style and approach This book adopts a practical, step-by-step, tutorial-style approach. The design principles and methodology will be explained by creating different modules of the AR app.

Augmented Reality for Engineering Graphics (Springer Tracts in Mechanical Engineering)

by Vitalii Ivanov Ivan Pavlenko Artem Evtuhov Justyna Trojanowska

This open access book offers a timely snapshot of Augmented Reality (AR) technology, with an emphasis on its application within the mechanical and manufacturing engineering domains, for both educational and industrial purposes. Reporting on the experience of the authors, the book introduces readers to the principles of product design, with an emphasis on modern strategies and approaches for user-centered design, creativity, and design for manufacturing and sustainability. It guides to the application augmented reality and visualization techniques in the design process. In turn, it describes an AR mobile application developed by the authors to transform 2D drawings into dynamic 3D objects. The book also includes exercises. All in all, this book offers a practice-oriented guide to Augmented Reality applications in mechanical engineering and education, addressing advanced undergraduate students, lecturers, and professionals in the engineering field. This is an open access book.

Augmented Reality Game Development

by Micheal Lanham 1 20 2017

Create your own augmented reality games from scratch with Unity 5About This BookCreate your own augmented reality game from scratch and join the virtual reality gaming revolutionUse the latest Unity 5 VR SDK to create pro-level AR games like Pokemon GoInnovate and explore the latest and most promising trend of AR gaming in the mobile gaming industryWho This Book Is ForThis book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development.What You Will LearnBuild a location-based augmented reality game called Foodie GoAnimate a player's avatar on a mapUse the mobile device's camera as a game backgroundImplement database persistence with SQLLite4Unity3D to carry inventory items across game sessionsCreate basic UI elements for the game, inventory, menu, and settingsPerform location and content searches against the Google Places APIEnhance the game's mood by adding visual shader effectsExtend the game by adding multiplayer networking and other enhancementsIn DetailThe heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand!If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience.This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help.Style and approachThis book shows you how to create every step of the game and gives practical examples.

Augmented Reality Games I: Understanding the Pokémon GO Phenomenon

by Vladimir Geroimenko

This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Augmented Reality Games II: The Gamification of Education, Medicine and Art

by Vladimir Geroimenko

This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Augmented Reality Games II: The Gamification of Education, Medicine and Art

by Vladimir Geroimenko

This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games.This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers’ novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics.Intended as a starting point for exploring this new fascinating area of research and game development, it will be essential reading not only for researchers, practitioners, game developers, and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Augmented Reality im Marketing: Kundenerlebnisse entlang der Customer Journey schaffen (essentials)

by Vittoria von Gizycki

Die Einsatzmöglichkeiten von Augmented Reality – der Erweiterung der Realität durch digitale Elemente – im E-Commerce sind vielfältig,. Der Verlauf der Customer Journey bietet eine sinnvolle Struktur, um eine systematische Einordnung verschiedener Augmented-Reality-Anwendungen aufzuzeigen. So wird anhand von zahlreichen Beispielen deutlich, dass die Möglichkeiten dieser Technologie noch bei Weitem nicht ausgeschöpft sind und für zahlreiche Unternehmen großes Potenzial bergen.

Augmented Reality in Education: A New Technology for Teaching and Learning (Springer Series on Cultural Computing)

by Vladimir Geroimenko

This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.

Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain (Springer Series on Cultural Computing)

by Vladimir Geroimenko

This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.

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