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Advances in Visual Computing
  • Language: en
  • Pages: 763

Advances in Visual Computing

This two-volume set of LNCS 12509 and 12510 constitutes the refereed proceedings of the 15th International Symposium on Visual Computing, ISVC 2020, which was supposed to be held in San Diego, CA, USA in October 2020, took place virtually instead due to the COVID-19 pandemic. The 114 full and 4 short papers presented in these volumes were carefully reviewed and selected from 175 submissions. The papers are organized into the following topical sections: Part I: deep learning; segmentation; visualization; video analysis and event recognition; ST: computational bioimaging; applications; biometrics; motion and tracking; computer graphics; virtual reality; and ST: computer vision advances in geo-spatial applications and remote sensing Part II: object recognition/detection/categorization; 3D reconstruction; medical image analysis; vision for robotics; statistical pattern recognition; posters

Augmented Reality
  • Language: en
  • Pages: 243

Augmented Reality

Virtual Reality (VR) and Augmented Reality (AR) tools and techniques supply virtual environments that have key characteristics in common with our physical environment. Viewing and interacting with 3D objects is closer to reality than abstract mathematical and 2D approaches. Augmented Reality (AR) technology, a more expansive form of VR is emerging as a cutting-edge technology that integrates images of virtual objects into a real world. In that respect Virtual and Augmented reality can potentially serve two objectives: reflecting realism through a closer correspondence with real experience, and extending the power of computer-based technology to better reflect abstract experience. With the gr...

Computer Vision, Imaging and Computer Graphics Theory and Applications
  • Language: en
  • Pages: 563

Computer Vision, Imaging and Computer Graphics Theory and Applications

This book constitutes thoroughly revised and selected papers from the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2020, held in Valletta, Malta, in February 2020. The 25 thoroughly revised and extended papers presented in this volume were carefully reviewed and selected from 455 submissions. The papers contribute to the understanding of relevant trends of current research on computer graphics; human computer interaction; information visualization; computer vision.

Advances in Service and Industrial Robotics
  • Language: en
  • Pages: 503

Advances in Service and Industrial Robotics

This book presents the proceedings of the 32nd International Conference on Robotics in Alpe-Adria-Danube Region (RAAD), held in Bled, Slovenia, June 14-16, 2023. It gathers contributions by researchers from several countries on all major areas of robotic research, development and innovation, as well as new applications and current trends. The topics covered include: novel designs and applications of robotic systems, intelligent cooperating and service robots, advanced robot control, human-robot interfaces, robot vision systems, mobile robots, humanoid and walking robots, bio-inspired and swarm robotic systems, aerial, underwater and spatial robots, robots for ambient assisted living, medical robots and bionic prostheses, cognitive robots, cloud robotics, ethical and social issues in robotics, etc. Given its scope, the book offers a source of information and inspiration for researchers seeking to improve their work and gather new ideas for future developments.

Makerspace and Collaborative Technologies
  • Language: en
  • Pages: 117

Makerspace and Collaborative Technologies

So, what are library patrons doing with makerspaces and other innovative technology? This book explores how patrons are using innovative technologies utilizing real-life case studies from a variety of academic institutions. Authors were selected based on the technology provided and their expertise in establishing and marketing this technology. Readers will discover: which pieces of technology get the most use if patrons tend to use the tech for class assignments or leisure activities the importance of working with faculty to increase use unusual collaboration opportunities examples of libraries nimbly expanding their spaces to include tech students need unique ways patrons employ the technol...

Handbook of Augmented Reality
  • Language: en
  • Pages: 753

Handbook of Augmented Reality

Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. Handbook of Augmented Reality provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.

VR Developer Gems
  • Language: en
  • Pages: 825

VR Developer Gems

  • Type: Book
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  • Published: 2019-06-07
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  • Publisher: CRC Press

This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.

Augmented Reality
  • Language: en
  • Pages: 751

Augmented Reality

Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological...

Learning and Collaboration Technologies. Novel Technological Environments
  • Language: en
  • Pages: 348

Learning and Collaboration Technologies. Novel Technological Environments

Chapter “Developing a VR Tool to Support Repeat Pattern Design Learning ” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Mobile Augmented Reality for Human Scale Interaction with Geospatial Models
  • Language: en
  • Pages: 185

Mobile Augmented Reality for Human Scale Interaction with Geospatial Models

Gerhard Schall overviews research activities related to mobile augmented reality in indoor as well as outdoor environments. These activities have emerged over several years, especially around the topics of positioning, sensor fusion, spatial modelling as well as in the fields of ubiquitous computing. The innovative and contemporary character of these topics has led to a great variety of interdisciplinary contributions. The author gives insights into the evolution of mobile augmented reality prototypes for industrial applications, such as X-Ray visualisation of 3D models of the underground infrastructures which is registered correctly in the users view.