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024 7 _a10.1007/978-3-031-05804-2
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082 0 4 _a005.437
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245 1 0 _aEveryday Virtual and Augmented Reality
_h[electronic resource] /
_cedited by Adalberto Simeone, Benjamin Weyers, Svetlana Bialkova, Robert W. Lindeman.
250 _a1st ed. 2023.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2023.
300 _aXII, 249 p. 83 illus., 75 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aHuman–Computer Interaction Series,
_x2524-4477
505 0 _aPreface -- Introduction to Everyday Virtual and Augmented Reality -- XR for Knowledge Work in Everyday Environments -- The Use of MR for Temporal Coordination in Everyday Work Context -- Rotational and Positional Jitter in Virtual Reality Interaction in Everyday VR -- Development and Validation of a Mixed Reality Exergaming Platform for Fitness Training of Older Adults -- Networked Virtual Reality and Enhanced Sensing for Remote Classes and Presentations -- 7 Enhancing Multisensory Experience and Brand Value: Key Determinants for Extended, Augmented, and Virtual Reality Marketing Applications -- Immersive VR Evaluations -- Adaptive Virtual Neuroarchitecture.
520 _aThis 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 the field, 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.
650 0 _aUser interfaces (Computer systems).
650 0 _aHuman-computer interaction.
650 0 _aComputers and civilization.
650 1 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputers and Society.
700 1 _aSimeone, Adalberto.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aWeyers, Benjamin.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aBialkova, Svetlana.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aLindeman, Robert W.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031058035
776 0 8 _iPrinted edition:
_z9783031058059
776 0 8 _iPrinted edition:
_z9783031058066
830 0 _aHuman–Computer Interaction Series,
_x2524-4477
856 4 0 _uhttps://doi.org/10.1007/978-3-031-05804-2
912 _aZDB-2-SCS
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942 _cSPRINGER
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