Augmented reality (AR) Books

10 products


  • Augmentation Technologies and Artificial

    Taylor & Francis Ltd Augmentation Technologies and Artificial

    15 in stock

    Book SynopsisThis book enables readers to interrogate the technical, rhetorical, theoretical, and socio-ethical challenges and opportunities involved in the development and adoption of augmentation technologies and artificial intelligence. The core of our human experience and identity is forever affected by the rise of augmentation technologies that enhance human capability or productivity. These technologies can add cognitive, physical, sensory, and emotional enhancements to the body or environment. This book demonstrates the benefits, risks, and relevance of emerging augmentation technologies such as braincomputer interaction devices for cognitive enhancement; robots marketed to improve human social interaction; wearables that extend human senses, augment creative abilities, or overcome physical limitations; implantables that amplify intelligence or memory; and devices, AI generators, or algorithms for emotional augmentation. It allows scholars and professionals to understand the impactTrade Review"Augmentation Technologies and Artificial Intelligence in Technical Communication: Designing Ethical Futures is a must-read for every technical communication professional who anticipates working alongside or communicating about augmentation technologies and artificial intelligence. Drawing on their extensive research and project experience with these technologies, co-authors Ann Hill Duin and Isabel Pedersen guide researchers, instructors and practicing professionals in the field through this emerging technology ecosystem, raise awareness of the affordances, benefits, and ethical dilemmas posed by these technologies, and explore specific applications of augmentation technologies and AI in the work of technical communicators, in teaching, and in influencing the future direction of the field. This is an ideal book for a textbook or for a study group on these technologies." — Saul Carliner, Concordia University, Canada."With this book, Duin and Pedersen provide an essential resource for those who work and study in the many areas of augmentation technology (AT) and artificial intelligence (AI). They bring technical & professional communication (TPC) firmly into this field. The authors have organized the rich landscape of resources in AT and AI to date—taxonomies, standards, policies, definitions, examples, and applications. They include ethical elements that are also critical to that landscape—human rights, accountability, security, safety, transparency, and explainability. In other words, this book is a repository of resources and a touchstone for future work in AT and AI . . . for TPC professionals as well as others working in the field." — Dr. Pam Estes Brewer, Mercer University, USA.Table of ContentsSection 1: Understand (rhetorics of) Augmentation Technologies 1. Augmentation Technologies and AI – An Ethical Design Futures Framework 2. Dimensions, Scope, and Classification for Augmentation Technologies 3. Agency, Affordances, and Enculturation of Augmentation Technologies Section 2: Build Literacies 4. Competencies, Design Considerations, and New Roles for Work with Augmentation Technologies and AI 5. Socio-ethical Consequences and Design Futures Section 3: Design Ethical Futures 6. Pedagogical Direction for Cultivating Augmentation Technology and AI Literacies 7. Professional Direction for Human-AI Interaction 8. Strategic and Tactical Approaches to Designing Ethical Futures for Augmentation Technologies and AI

    15 in stock

    £35.14

  • HandsOn Augmented Reality Development with Meta

    APress HandsOn Augmented Reality Development with Meta

    1 in stock

    Book SynopsisExplore Meta Spark Studio, a program used for augmented reality (AR) effect creation and deployment across multiple social media channels. This beginner's guide to AR development focuses on practical, project-based learning no prior coding or design experience is required.You will start by learning the fundamentals of AR as a whole and become familiar with key terminology and core concepts, building a baseline understanding of the technology overall.Using that foundational knowledge, you'll embark on step-by-step tutorials and get hands-on with building AR effects. Projects include selfie effects that react to facial expressions and target tracking effects that respond to images detected in the real-world environment. You'll also learn how to create an entire AR game, including animations and scoring.Along the way, you'll learn techniques for how to customize each one of these projects to fit your own unique vision. Additionally, you'll become familiar with the ways to publish and shaTable of ContentsChapter 1: Introduction to Augmented Reality· What is AR? o AR basics o AR vs. VR o Use cases for AR · How does AR work? o Hardware o Software o Inputs · AR Tools o ARKit o ARCore o Unity o Unreal Engine o Lens Studio o Effect Studio o Spark AR Chapter 2: Introduction to Spark AR · Installation o 2.1.1 Windows o 2.1.2 Mac · Introduction to the Spark AR Interface Chapter 3: Creating Your First Effect · Background Segmentation · Mapping an effect to a face o Face trackers o Face meshes · Color Grading o Exploring the Spark AR Library · Testing an effect Chapter 4: Spark AR Library Overview · Home · 3D Objects · Music and Sound · Patch Assets · Textures · Blocks · Script Packages · Color Luts · Voice Intents Chapter 5: Introduction to Patch Editor · Understanding Patches · Animation · Audio · Body Landmarks · Device · Face Landmarks · Interaction · Logic · Math · Shaders · Time · User Interface · Utility · Voice Control Chapter 6: Creating Full Body Effect · Body Finder Patch · Mapping assets to Body Landmarks · Body Bounding Box Chapter 7: Creating Object Tracking Effect · Target tracking · Selecting a target · Working with 3D assets · Particle systems Chapter 8: Creating World Effect · Plane trackers · Believable effects with occlusion · Animation · Environment light Chapter 9: AR Game Development · Building logic into an effect · Scripting in Spark AR o Intro to Scripting o JavaScript o TypeScript · Introduction to code editors o Sublime Text o Atom o Visual Studio Code o Installing a code editor · Writing our first script · Working with audio · Testing a game o The Spark AR Console o Testing on a device Chapter 10 Customizing Assets in Project Template · Finding resources · Swapping assets Chapter 11: Tips and Tricks · Quality of life improvements · Device compatibility · Performance optimization · Checking the changelog Chapter 12: Publishing an Effect · Effect guidelines · Creating an icon o Introduction to graphics editing o Figma o Icon design fundamentals o Exporting finished assets · Monitoring effect results Chapter 13: AR Development Best Practices · Creating experiences of value · Accessibility · Internationalization and localization · Inclusivity · Safety and privacy Chapter 14: Conclusion · Finding inspiration · Giving back to the community · Final words

    1 in stock

    £43.99

  • Augmented Reality: Unboxing Tech's Next Big Thing

    John Wiley and Sons Ltd Augmented Reality: Unboxing Tech's Next Big Thing

    2 in stock

    Book SynopsisSlated as ‘the next big thing in tech’, augmented reality promises to take the screen out of our hands and wrap it around the world via ‘smart spectacles’. As a pervasive, invisible interface between the world and our senses, AR offers unparalleled capacity to reveal hidden digital depths, but it also comes at a cost to our privacy, our property, and our reality. In this crucial and provocative book, Mark Pesce draws on over thirty years’ experience to offer the first mainstream exploration of augmented reality. He discusses the exciting and beneficial features of AR as well as the issues and risks raised by this still-emerging technology – a technology that moulds us by shaping what we see and hear. Augmented Reality is essential reading for anyone interested in the growing influence of this impressive but deeply concerning technology. As the book reveals, reality - once augmented - will never be the same.Trade Review“This is the story of how we came to live in an increasingly augmented reality and what this might mean for the future of being human, told by one of this technology’s most brilliant and playful pioneers. Thrilling, scary, hopeful, and required reading.”Douglas Rushkoff, author of Present Shock: When Everything Happens and Team Human “A must-read for those who are both fascinated by digital technology and fearful of its implications. Mark makes a deeply technical topic accessible to any reader, and catalogs the key insights and innovations that led to where we are now: on the cusp of the most significant technological advancement in history-- and possibly the most dangerously invasive and manipulative tool ever created.”Tony Parisi, VR pioneer and Head of AR/VR Ad Innovation at Unity Technologies“an expansive and holistic picture of how augmented reality works as a system of machines.” ARPost“a must-read.”The Connector“fascinating”ZD Net

    2 in stock

    £37.50

  • Augmented Reality: Unboxing Tech's Next Big Thing

    John Wiley and Sons Ltd Augmented Reality: Unboxing Tech's Next Big Thing

    15 in stock

    Book SynopsisSlated as ‘the next big thing in tech’, augmented reality promises to take the screen out of our hands and wrap it around the world via ‘smart spectacles’. As a pervasive, invisible interface between the world and our senses, AR offers unparalleled capacity to reveal hidden digital depths, but it also comes at a cost to our privacy, our property, and our reality. In this crucial and provocative book, Mark Pesce draws on over thirty years’ experience to offer the first mainstream exploration of augmented reality. He discusses the exciting and beneficial features of AR as well as the issues and risks raised by this still-emerging technology – a technology that moulds us by shaping what we see and hear. Augmented Reality is essential reading for anyone interested in the growing influence of this impressive but deeply concerning technology. As the book reveals, reality - once augmented - will never be the same.Trade Review“This is the story of how we came to live in an increasingly augmented reality and what this might mean for the future of being human, told by one of this technology’s most brilliant and playful pioneers. Thrilling, scary, hopeful, and required reading.”Douglas Rushkoff, author of Present Shock: When Everything Happens and Team Human “A must-read for those who are both fascinated by digital technology and fearful of its implications. Mark makes a deeply technical topic accessible to any reader, and catalogs the key insights and innovations that led to where we are now: on the cusp of the most significant technological advancement in history-- and possibly the most dangerously invasive and manipulative tool ever created.”Tony Parisi, VR pioneer and Head of AR/VR Ad Innovation at Unity Technologies“an expansive and holistic picture of how augmented reality works as a system of machines.” ARPost“a must-read.”The Connector“fascinating”ZD Net

    15 in stock

    £13.49

  • Designing XR: A Rhetorical Design Perspective for

    Emerald Publishing Limited Designing XR: A Rhetorical Design Perspective for

    15 in stock

    Book SynopsisThe long-standing cultural imperative of augmenting human intellect continues to move ever closer to its full manifestation, described by Marshall McLuhan as an extension of the human nervous system. The escalating blending of immersive technologies with advanced computation has created an emerging domain which increasingly allows socio-technical system makers to produce not only human-computer interactions, but advanced, multi-minded human+computer (H+C) systems. The critical shift toward user immersion within systems of digital information and simulation makes the scale of immersive media's potential impact on human life, culture and well-being unlike that of any previous medium. In Designing XR, Peter (Zak) Zakrzewski presents H+C immersion as a multi-dimensional design problem - a Research Through Design (RTD) zone which addresses the question of: How can transformative design-thinking-based knowledge system complement the existing human-computer interaction (HCI) invention model to contribute to the creation of more participatory, socially viable, and humane immersive media environments? The book lays out a proposal for ushering the creation of ecologically sound augmented mind based on two essential tasks. The first involves a framework for the design, implementation, and iteration of purposeful, multi-minded, participatory immersive H+C systems. The second focuses on the extended reality experience (XRX) design practice that rhetorically invites users to actively engage with immersive systems while fully exercising their autonomy and agency based on informed choice.Table of ContentsChapter 1. What is Mind? Chapter 2. Probing the Frame: Immersion is not Interaction Chapter 3. Designing the Artificial: Balancing the Ego-Logical and Ecological Thinking Chapter 4. The Ecology of the Augmented Mind: Designing Immersive Human+Computer Systems Chapter 5. Extended Reality Experience (XRX) Design: The Multimodal Rhetorical Framework for Creating Persuasive Immersion

    15 in stock

    £70.29

  • Metaverse: Concept, Content and Context

    Springer International Publishing AG Metaverse: Concept, Content and Context

    1 in stock

    Book SynopsisThe metaverse, a hybrid society of the real and the virtual is attracting significant attention from academia to industry and is starting to change the world. Composed of ten chapters, this book introduces the metaverse from three aspects – concept, content and context. It starts with numerous concepts related to the metaverse, such as virtual reality, augmented reality, Web 3.0 and NFTs and describes the background, features, advantages and disadvantages. It then presents the content or key techniques around the metaverse, Artificial Intelligence, big data, edge computing, 3D modeling and blockchain. For each technique, it depicts how it performs to advance the development of the metaverse. Finally, it gives the context of the metaverse and illustrates the new society in the virtual world, consisting of economic systems, assets, social activities, security, law, etcetera. Overall, Metaverse: Concept, Content and Context provides a panoramic view of the metaverse, a key feature of which is the intuitive visualizations with numerous figures that clearly address the main aspects. This book is well-designed and well-written and will appeal to beginners and students as well as professionals, welcome to the metaverse community! Table of ContentsPreface.- About the Author.- Acknowledgments.- List of Figures.- Acronyms.- 1. Metaverse.- 2 Metaverse,Web 3.0,Big Data and AI.- 3 Metaverse and Immersive Interaction Technology.- 4 Metaverse and Blockchain.- 5 Metaverse and Social View.- 6 Asset View of the Metaverse.- 7 Metaverse Security.- 8 Metaverse and Law.- 9 Metaverse and Investing.- 10 The Future of the Metaverse.- Index.

    1 in stock

    £49.49

  • Augmented Reality: Where We Will All Live

    Springer International Publishing AG Augmented Reality: Where We Will All Live

    1 in stock

    Book SynopsisThis 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.Table of ContentsForeword by Thomas A. Furness III.- Foreword by Steve Mann.- Preface.- List of Figures.- List of Tables.- Introduction.- Types of Augmented Reality Systems.- Augmented Reality—We’ll All Be Experts Now.- Overview of Augmented Reality System Organization.- Historical Overview: Ghosts to Real AR to DARPA.- Key Applications.- Software Tools and Technologies.- Technology Issues.- Augmented Reality Devices and Suppliers.- Conclusions and Future Possibilities.- Appendix.- Index.- Acknowledgements.

    1 in stock

    £37.99

  • Virtual, Augmented and Mixed Reality: 15th

    Springer International Publishing AG Virtual, Augmented and Mixed Reality: 15th

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 15th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The VAMR 2023 proceedings were organized in the following topical sections: Designing VAMR Applications and Environments; Visualization, Image Rendering and 3D in VAMR; Multimodal Interaction in VAMR; Robots and Avatars in Virtual and Augmented Reality; VAMR in Medicine and Health; VAMR in Aviation; and User Experience in VAMR.Table of ContentsDesigning VAMR Applications and Environments.- Visualization, Image Rendering and 3D in VAMR.- Multimodal Interaction in VAMR.- Robots and Avatars in Virtual and Augmented Reality.- VAMR in Medicine and Health.- VAMR in Aviation.- User Experience in VAMR.

    1 in stock

    £80.74

  • Advanced Intelligent Virtual Reality

    Springer Verlag, Singapore Advanced Intelligent Virtual Reality

    3 in stock

    Book SynopsisThis book gathers a collection of selected works and new research results of scholars and graduate students presented at the 6th International Conference on Artificial Intelligence and Virtual Reality (AIVR 2022) via the Internet, during July 22-24 2022, hosted and organized by Sojo University in conjunction with other three universities and Beijing Huaxia Rongzhi Blockchain Technology Institute. The focus of the book is interdisciplinary in nature and includes research on all aspects of artificial intelligence and virtual reality, from fundamental development to the applied system. The book covers topics such as system techniques, performance, and implementation; content creation and modelling; cognitive aspects, perception, user behaviour; AI technologies; interactions, interactive and responsive environments; AI/VR applications and case studies.Table of ContentsPart 1: Invited Paper.- Chapter 1. Paraconsistency and Paracompleteness in AI: Review Paper.- Part 2: Regular Papers.- Chapter 2. Decision Support Multi-agent Modeling and Simulation of Aeronautic Marine Oil Spill Response.- Chapter 3. Transferring Dense Object Detection Models to Event-based Data.- Chapter 4. Diagnosing Parkinson’s Disease Based on Voice Recordings: Comparative Study Using Machine Learning Techniques.- Chapter 5. Elements of Continuous Reassessment and Uncertainty Self-Awareness: A Narrow Implementation for Face and Facial Expression Recognition.- Chapter 6. Topic-aware Networks for Answer Selection.- Chapter 7. Design and Implementation of Multi_Scene Immersive Ancient Style Interaction System Based on Unreal Engine Platform.- Chapter 8. Auxiliary Figure Presentation Associated with Sweating on a Viewer’s Hand in order to Reduce VR Sickness.- Chapter 9. Design and Implementation of Immersive Display Interactive System Based on New Virtual Reality.- Chapter 10. 360-Degree Virtual Reality Videos in EFL Teaching: Student Experiences.- Chapter 11. Research on Chinese Garden Art Appreciation Based on Virtual Technology.- Chapter 12. Medical-Network (Med-Net): A Neural Network for Breast Cancer Segmentation in Ultrasound Image.- Chapter 13. Auxiliary Squat Training Method Based on Object Tracking.- Chapter 14. Study on the Visualization Modeling of Aviation Emergency Rescue System Based on Systems Engineering.- Chapter 15. An AI-based System Offering Automatic DR-enhanced AR for Indoor Scenes.- Chapter 16. Extending Mirror Therapy into Mixed Reality – Design and Implementation of the application PhantomAR to alleviate phantom limb pain in upper limb amputees.- Chapter 17. An Analysis of Trends and Problems of Information Technology Application Research in China's Accounting Field based on CiteSpace.- Chapter 18. Augmented Reality Framework and Application for Aviation Emergency Rescue Based on Multi-Agent and Service.

    3 in stock

    £189.99

  • Interfaceless: Conscious Design for Spatial Computing with Generative AI

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Interfaceless: Conscious Design for Spatial Computing with Generative AI

    10 in stock

    Book SynopsisExplore the possibilities spatial computing and its integration with AI can provide beyond the confines of a traditional user interface. Spatial computing brings together physical and virtual worlds and systems. This book offers an insightful journey into harmonizing user-centered design with the vast potential of AI in spatial computing. You'll start by exploring key concepts and processes in relation to conscious design and traditional computer interfaces. You'll then be introduced to the Mindful Spatial Design Framework (MSDF) and the rapidly evolving world of generative AI and its potential to transform design processes.Once the key concepts are mastered, you'll start to put them into practice and see how to design, prototype, and test interfaceless systems and environments that are seamless and user-friendly. In doing so you'll consider topics such as functionality and aesthetics, as well as how AI can improve automation and testing. The book concludes by looking at ethical AI considerations and best practices as well as looking at next steps and future developments of spatial computing and interfaceless design. As these invisible interfaces become more prevalent, understanding the key principles of conscious design is pivotal. Interfaceless will expand your knowledge base in these areas. What You'll Learn Incorporate conscious design principles in spatial computing projects. Leverage AI to enhance UX in spatial contexts. Develop strategies to address design challenges as we move beyond physical interfaces. See how VR/XR apps, devices, and generative AI are rapidly changing how we perceive and interact with the digital realm. Who This Book Is ForUX/UI designers, developers, and tech enthusiasts eager to grasp the future of HCI. Table of ContentsChapter 1: Setting the Stage for the 'Interfaceless' Future.- Chapter 2: Exploring Generative AI and Its Transformative Power.- Chapter 3: Principles of Mindful and Conscious Design.- Chapter 4: The Evolving Role of AI: Automation and Beyond.- Chapter 5: Complexity, Simplicity, and True Minimalism.- Chapter 6: A Deep Dive into Interfaceless Environments.- Chapter 7: From Theory to Practice: Implementing 'Interfaceless' Designs.- Chapter 8: Ethical Design in an AI-Driven World.- Chapter 9: The Road Ahead: Predictions and Preparations.- Chapter 10: Concluding Thoughts and the Future Vision.- Appendix A: Resources and Tools for 'Interfaceless' Design.- Appendix B: Glossary of AI, Design and Key Terms.- Appendix C: Resources for Further Learning.- Appendix B: References.

    10 in stock

    £35.99

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