Virtual reality Books
Morgan & Claypool Publishers The VR Book: Human-Centered Design for Virtual
Book SynopsisThis is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.Table of Contents Introduction Perception Cybersickness Interaction Content Creation Iterative Design Conclusions and the Future
£68.00
Morgan & Claypool Publishers The VR Book: Human-Centered Design for Virtual
Book SynopsisVirtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design towards innovative experiences.Table of Contents Introduction Perception Cybersickness Interaction Content Creation Iterative Design Conclusions and the Future
£81.75
Springer Nature Switzerland AG Virtual, Augmented and Mixed Reality. Applications and Case Studies: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II
Book SynopsisThis two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.Table of ContentsMultimodal interaction in VR.- rendering, layout, visualization and navigation.- avatars, embodiment and empathy in VAMR.- cognitive and health issues in VAMR.- VAMR and robots.- VAMR in learning, training and entertainment.- VAMR in aviation, industry and the military.
£62.99
Springer Nature Switzerland AG Real VR – Immersive Digital Reality: How to Import the Real World into Head-Mounted Immersive Displays
Book SynopsisWith the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.Table of ContentsCapture, Reconstruction, and Representation of the Visual Real World for Virtual Reality.- Light Field video for Immersive Content Production.- Densely-sampled Light Field Reconstruction.- Multiview Panorama Alignment and Optical Flow Refinement.- Image-Based Scene Representation for Head-Motion Parallax in 360° Panoramas.- Viewpoint-Free Photography for Virtual Reality.- Hybrid Human Modeling: Making Volumetric Video Animatable.- Reconstructing 3D Human Avatars from Monocular Images.- State of the Art in Perceptual VR Displays.- Design and Characterization of Light Field and Holographic Near-eye Displays.- Subtle Visual Attention Guidance in VR.- Redirected Walking in VR.- Immersive Virtual Reality Audio Rendering Adapted to the Listener and the Room.- Immersive Learning in Real VR.- Interacting with Real Objects in Virtual Worlds.
£62.99
Springer Nature Switzerland AG Pipeline Real-time Data Integration and Pipeline
Book SynopsisAs the second volume of the "Digital Oil & Gas Pipeline: Research and Practice" series of monographs, this book introduces the implementation strategies, examples and technical roadmaps of two important aspects of the Digital Oil & Gas Pipeline construction: pipeline real-time data integration and pipeline network virtual reality system. Two example of pipeline real-time data integration are elaborated: integration of pipeline WebGIS (Geographic Information System) and pipeline SCADA (Supervisory Control and Data Acquisition) via OPC (OLE for Process Control) technology, integration of pipeline network virtual reality system and pipeline SCADA via OPC, JNI (Java Native Interface) and SAI (Scene Access Interface). The pipeline network virtual reality system aims for the pipeline virtual expression, interaction, and 3D visual management. It can be used for pipeline route visual design and plan, immersive pipeline industry training, remote visual supervision and control, etc. The implementation details of the pipeline network virtual reality system, including 3D pipeline and terrain modeling with X3D (Extensible 3D) technology, improving large-scene display performance and speed in the network environment using LOD (Level of Detail) technology, interaction of virtual pipeline scenes, and pipeline 3D visual monitoring, are also introduced. The knowledge and experience delivered by this book will provide useful reference for the readers from the industries of oil & gas pipeline, GIS, Virtual Reality, industrial control, etc.Table of Contents
£40.49
Springer Nature Switzerland AG Advances in Usability, User Experience, Wearable
Book SynopsisThis book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2021 Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, held virtually on 25–29 July, 2021, from USA, this book provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.
£208.99
Springer International Publishing AG Embodied Human–Computer Interaction in Vocal
Book SynopsisThis SpringerBrief provides a unique insight into the practice and research of the connections between voice, HCI and embodiment. Specifically, it explores how the voice can be embodied and mediated by means of gestural communication through sensor interfaces and aims to situate and contextualise various aspects that generate meaningful connections in such interactive interface performance. The author offers an approach for understanding creative practices between humans and computers in gestural live music performance, from the perspective of the embodied relationships created within such systems. Underlying practices, principles and sensor technologies that support creativity in embodied human-computer interaction in vocal music performance are examined and a dynamic framework and tools for anyone wishing to engage with this subject in depth are presented. The book is essential reading not only for musicians, composers, researchers, application developers, musicologists and educators but also for students and tertiary institutions as well as actors and dramaturgs in a music context. Trade Review“Baumann provides an analytical framework for the various aspects that generate meaningful connections in interface performances. The book’s four chapters are devoted to the author’s practical experience with how music is localized and contextualized from the “creative potential of the abstract vocal terrain’ … through low- to high-level languages and interface configurations. … The book’s methodology is based on interviews with artists, nontraditional academic sources, and cognitive suggestions that Baumann captures from her life experiences with music.” (Romina Fucà, Computing Reviews, July 31, 2023)Table of ContentsIntroduction.- The embodied voice.- The mediated voice.- Embodied interface performance with gestural systems.
£37.99
Springer International Publishing AG Metaverse: Concept, Content and Context
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.
£49.49
Springer International Publishing AG Virtual, Augmented and Mixed Reality: 15th
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.
£80.74
De Gruyter Computer Vision: Applications of Visual AI and
Book SynopsisThis book focuses on the latest developments in the fields of visual AI, image processing and computer vision. It shows research in basic techniques like image pre-processing, feature extraction, and enhancement, along with applications in biometrics, healthcare, neuroscience and forensics. The book highlights algorithms, processes, novel architectures and results underlying machine intelligence with detailed execution flow of models.
£100.88
De Gruyter Handbook of Augmented and Virtual Reality
Book SynopsisAugmented and Virtual Reality are revolutionizing present and future technologies: these are the fastest growing and most fascinating areas of technologies at present. This book aims to provide insight into the theory and applications of Augmented and Virtual Reality to multiple technologies such as IoT (Internet of Things), ML (Machine Learning), AI (Artifi cial Intelligence), Healthcare and Education.
£112.88
De Gruyter Augmented and Virtual Reality in Industry 5.0
Book SynopsisThis edited volume collects a series of studies concerning the most recent developments in the industrial applications of augmented and virtual reality. Each chapter outlines the most recent advancements in the theory and applications of augmented and virtual reality to different sectors of technology, industry and society. The book thus contributes to a study of the interaction between humans and machines in Industry 5.0.
£97.50
De Gruyter The Reality of Virtuality: Harness the Power of
Book Synopsis Virtual Reality (VR) technology has become more sophisticated and widespread. Consumers embrace it for gaming and entertainment. New industries are using it to showcase their products and services, with VR experiences becoming more immersive and realistic than ever. Where does VR fit into your marketing strategy? How can your brand use it to leave a lasting impression on users? And how can your brand utilize VR to interact with your target market to improve consumer engagement and loyalty? The Reality of Virtuality is both practitioner-oriented and evidence-based, showing marketing managers in the B2C and B2B sectors how to design a compelling VR marketing strategy and leverage it for their brand. It discusses how to select the appropriate VR type dependent on resources, technology, and audience. It shows how to align the VR experience with marketing objectives and how to create a purpose-driven VR experience to ensure it is engaging and meaningful. Lastly, it shows how to incorporate VR into the consumer journey, ways to reach consumers before the VR experience, and the long-lasting effects after it. The authors use examples, references, and industry expert opinions throughout, giving marketers a solid foundation for their VR endeavours.
£34.67
De Gruyter Augmented and Virtual Reality in Social Learning:
Book SynopsisThis book focuses on the design, development, and analysis of augmented and virtual reality (AR/VR)-based systems, along with the technological impacts and challenges in social learning. Social Learning provides a comprehensive approach to researching methods in the emerging fields of AR/VR. The contributors of this book outline the state-of-the-art implementation of AR/VR for the Internet of Things, Blockchains, Big Data, and 5G within AR/VR systems.
£123.50
de Gruyter Digital Transformation in Healthcare 5.0
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£145.50
De Gruyter Digital Blockchain
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£132.60
Springer Fachmedien Wiesbaden Grundlagen der virtuellen Realität: Von der
Book SynopsisDie uns bekannte Realität kann heute mit technischen Verfahren aufgezeichnet und wirklichkeitsgetreu wiedergegeben werden. Raum und Zeit werden in der künstlichen Realität als Kopie wieder virtuell erschaffen. Die Wiedergabe der virtuellen Realität beschränkt sich aber nicht auf die reine Kopie des Vorhandenen. Ein Besucher des virtuellen Raumes muss sich nicht mit dem verpixelten Abbild des Altbekannten begnügen, sondern kann in der Scheinwelt irrealen Erscheinungen begegnen, die real nie existiert haben oder sogar physikalisch unmöglich sind. Das ermöglicht eine Erweiterung der aufgezeichneten Realität und erlaubt die Wahrnehmung überraschend neuer Perspektiven.Eine Perspektive bezeichnet dabei die Wahrnehmung eines Sachverhaltes von einem bestimmten Standpunkt aus und entspricht der Betrachtungsweise. Eine Perspektive ist aber ebenfalls die Beobachtung einer Szene aus einer Betrachtungsposition. Aus verschiedenen Perspektiven entsteht bei der Wiedergabe durch Betrachtung die Illusion der Realität. Diese Vision beruht weder auf Einbildung noch Halluzination, sondern ist die Grundfunktion der virtuellen Realität. In diesem Buch werden die Konzepte, Systeme und Technologien zur Erzeugung der virtuellen Realität von den antiken Anfängen bis in die Gegenwart beschrieben und ein Ausblick in eine mögliche Zukunft gegeben.Table of ContentsEinleitung.- Entdeckung der Perspektive.- Bilder aus Licht.- Virtuelle Illusionen.- Virtuelle Räume.- Schlussbetrachtung.- Personenregister.
£52.24
Springer Fachmedien Wiesbaden Immersive Virtuelle Realität: Grundlagen,
Book SynopsisVollständig realistische Erfahrungen in einer virtuellen Welt anbieten: Darum geht es bei Immersiver Virtueller Realität. Das ausführliche Lehrbuch bietet Studierenden der Informatik, Medien-, Ingenieur- oder Sozialwissenschaften sowie Medienschaffenden und Anwendern immersiver Umgebungen ein anschauliches Nachschlagewerk zu einschlägigen Lehrveranstaltungen oder zum Selbststudium. Dabei adressiert das Buch alle Aspekte immersiver Medien, die für ein ganzheitliches Verständnis relevant sind: Die ersten Kapitel führen in die theoretischen Grundlagen ein. Diese behandeln die verschiedenen Ausprägungender Realität sowie das Metaversum als Zukunftsvision des Internets, geben einen historischen Überblick, beschreiben relevante Sinne und setzen sich mit Interaktion, Interface und Fortbewegung auseinander. Die darauffolgenden Kapitel veranschaulichen die zugrundeliegenden Technologien wie Sensorik, Tracking und Ausgabetechniken einschließlich Stereoskopie und kopfbezogener Übertragungsfunktion. Der letzte Teil des Buches gibt praxisnahe Einblicke in die unterschiedlichen Anwendungsbereiche: Unterhaltung, soziale Interaktion, Lehren und Lernen, Entwicklung sowie soziologische und medientheoretische Forschung.Table of ContentsDimensionen der Realität - Künstliche Welten im historischen Überblick - Wie wir die Welt wahrnehmen - Gesundheitliche und soziale Aspekte - Interaktion - Benutzungsoberfläche - Fortbewegung - Erfassung des Nutzers - Tracking - Ausgabesysteme - Filmische virtuelle Realität - Soziale virtuelle Realität - Immersives Lernen - VR-Spiele - Standortbezogene virtuelle Realität - Immersive Entwicklung - Forschungsgegenstand und -tool
£31.34
Transcript Verlag Lived-Body Experiences in Virtual Reality: A
Book SynopsisWhat is it like to perceive a virtual object through the sensed presence of a virtual body? How do subject-object relations occur and can be actualized in virtual environments? Zeynep Akbal explores the impact of virtual reality (VR) technology on the subjective experience of the body and situates the results in context with existing theories in media sciences and the phenomenology of bodily perception. This study presents VR technology as a tool that can be used to more closely examine and study the fundamental intersections of the humanities and the natural sciences that explore the nature of perception.
£37.39
Tapir Academic Press Learning & Teaching in the Virtual World of
Book Synopsis
£36.55
Springer Verlag, Singapore Advanced Intelligent Virtual Reality
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.
£189.99
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Interfaceless: Conscious Design for Spatial Computing with Generative AI
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.
£35.99