Information Sources for Virtual Reality

Information Sources for Virtual Reality

The volume concludes with a set of algorithms that can be used to locate resources in the most typical searches, and a list of producers and publishers of related material.

Author: Robert Carande

Publisher: Greenwood

ISBN: STANFORD:36105002278385

Category: Technology & Engineering

Page: 157

View: 303

This reference identifies information resources concerning virtual reality and provides detailed instruction on how to use these resources in an effective research strategy. Most of the chapters overview particular types of information sources, such as periodical and citation indexes, conference proceedings, technical reports, dissertations, and monographs. The chapters explain how to use these tools to gather information about virtual reality, and discussions of key resources are always placed in the larger context of information-gathering strategies specific to the field. Most of the resources are available in large public and academic libraries. The volume does not presuppose sophisticated technical knowledge of libraries, and it is written for the student and general researcher. The volume concludes with a set of algorithms that can be used to locate resources in the most typical searches, and a list of producers and publishers of related material.
Categories: Technology & Engineering

Augmented Reality and Virtual Reality a Complete Guide

Augmented Reality and Virtual Reality a Complete Guide

You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in.

Author: Gerardus Blokdyk

Publisher: 5starcooks

ISBN: 0655428291

Category:

Page: 288

View: 534

How is the value delivered by Augmented Reality and Virtual Reality being measured? The approach of traditional Augmented Reality and Virtual Reality works for detail complexity but is focused on a systematic approach rather than an understanding of the nature of systems themselves, what approach will permit your organization to deal with the kind of unpredictable emergent behaviors that dynamic complexity can introduce? Have you identified your Augmented Reality and Virtual Reality key performance indicators? Do those selected for the Augmented Reality and Virtual Reality team have a good general understanding of what Augmented Reality and Virtual Reality is all about? What sources do you use to gather information for a Augmented Reality and Virtual Reality study? This exclusive Augmented Reality and Virtual Reality self-assessment will make you the accepted Augmented Reality and Virtual Reality domain adviser by revealing just what you need to know to be fluent and ready for any Augmented Reality and Virtual Reality challenge. How do I reduce the effort in the Augmented Reality and Virtual Reality work to be done to get problems solved? How can I ensure that plans of action include every Augmented Reality and Virtual Reality task and that every Augmented Reality and Virtual Reality outcome is in place? How will I save time investigating strategic and tactical options and ensuring Augmented Reality and Virtual Reality costs are low? How can I deliver tailored Augmented Reality and Virtual Reality advice instantly with structured going-forward plans? There's no better guide through these mind-expanding questions than acclaimed best-selling author Gerard Blokdyk. Blokdyk ensures all Augmented Reality and Virtual Reality essentials are covered, from every angle: the Augmented Reality and Virtual Reality self-assessment shows succinctly and clearly that what needs to be clarified to organize the required activities and processes so that Augmented Reality and Virtual Reality outcomes are achieved. Contains extensive criteria grounded in past and current successful projects and activities by experienced Augmented Reality and Virtual Reality practitioners. Their mastery, combined with the easy elegance of the self-assessment, provides its superior value to you in knowing how to ensure the outcome of any efforts in Augmented Reality and Virtual Reality are maximized with professional results. Your purchase includes access details to the Augmented Reality and Virtual Reality self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows you exactly what to do next. Your exclusive instant access details can be found in your book. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard, and... - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation ...plus an extra, special, resource that helps you with project managing. INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.
Categories:

Augmented Reality Virtual Reality Second Edition

Augmented Reality Virtual Reality Second Edition

You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in.

Author: Gerardus Blokdyk

Publisher: 5starcooks

ISBN: 0655425918

Category:

Page: 286

View: 748

Are there any disadvantages to implementing Augmented Reality Virtual Reality? There might be some that are less obvious? What sources do you use to gather information for a Augmented Reality Virtual Reality study? How can you improve Augmented Reality Virtual Reality? Does Augmented Reality Virtual Reality analysis show the relationships among important Augmented Reality Virtual Reality factors? Does the Augmented Reality Virtual Reality task fit the client's priorities? Defining, designing, creating, and implementing a process to solve a challenge or meet an objective is the most valuable role... In EVERY group, company, organization and department. Unless you are talking a one-time, single-use project, there should be a process. Whether that process is managed and implemented by humans, AI, or a combination of the two, it needs to be designed by someone with a complex enough perspective to ask the right questions. Someone capable of asking the right questions and step back and say, 'What are we really trying to accomplish here? And is there a different way to look at it?' This Self-Assessment empowers people to do just that - whether their title is entrepreneur, manager, consultant, (Vice-)President, CxO etc... - they are the people who rule the future. They are the person who asks the right questions to make Augmented Reality Virtual Reality investments work better. This Augmented Reality Virtual Reality All-Inclusive Self-Assessment enables You to be that person. All the tools you need to an in-depth Augmented Reality Virtual Reality Self-Assessment. Featuring 668 new and updated case-based questions, organized into seven core areas of process design, this Self-Assessment will help you identify areas in which Augmented Reality Virtual Reality improvements can be made. In using the questions you will be better able to: - diagnose Augmented Reality Virtual Reality projects, initiatives, organizations, businesses and processes using accepted diagnostic standards and practices - implement evidence-based best practice strategies aligned with overall goals - integrate recent advances in Augmented Reality Virtual Reality and process design strategies into practice according to best practice guidelines Using a Self-Assessment tool known as the Augmented Reality Virtual Reality Scorecard, you will develop a clear picture of which Augmented Reality Virtual Reality areas need attention. Your purchase includes access details to the Augmented Reality Virtual Reality self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows your organization exactly what to do next. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard, and... - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation ...plus an extra, special, resource that helps you with project managing. INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.
Categories:

Library Information Science Abstracts

Library   Information Science Abstracts

... periodicals - Library Health professionals - Information sources - Blind and ... libraries - Virtual reality : 5728 University - South Korea - World ...

Author:

Publisher:

ISBN: UOM:39015066369946

Category: Information science

Page:

View: 426

Categories: Information science

Virtual Reality 1 0 The 90 s

Virtual Reality 1 0     The 90 s

Information. Sources. VR. On-Line. Though we modestly feel that there is no better place to get information about VR than right here, in the pages of ...

Author: Ben Delaney

Publisher: CyberEdge Information Services

ISBN: 9781513617039

Category: Computers

Page: 493

View: 804

Did you ever wonder who built the first head-mounted display? Who first detailed a coherent theory of Cyberspace? Who wrote about cybersex and the challenges it creates? Who worried about addiction to VR? Did anyone ever cure cyber-sickness? From 1991 to 1996, CyberEdge Journal covered these stories and hundreds more. CEJ was read in more than 40 countries by thousands of VR investors, researchers, entrepreneurs, vendors, and aficionados. Appreciated for its "No VR Hype" attitude, CyberEdge Journal was the publication of record for the VR industry in the 90's. Author Ben Delaney was the Publisher and Editor of CyberEdge Journal, and was one of the most respected commentators and presenters in the field, and went on to publish the industry-defining multi-year market study, The Market for Visual Simulation/Virtual Reality Systems until 2004. Now that VR is enjoying a renaissance, it's time to understand where it came from, and avoid making the same mistakes that were made in the first golden age of VR, the 1990's. It's also a good time to remember the excitement and sense of adventure, as well as the people, that characterized those time. Virtual Reality 1.0 describes not just some of the hot topics of VR, but also the origins, issues, and solutions that were chronicled in the pages of CyberEdge Journal. Complemented by over 100 photos and drawings, there is a surprisingly contemporary feel to these old articles. In addition, more than a dozen VR pioneers have contributed new reminiscences of their work in VR. Another treat, the book is introduced by one of the acknowledged leaders of VR research and industry, Dr. Thomas Furness, Founding Director of the world-famous Human Interface Technology Laboratory at the University of Washington. This book is a re-issue of Sex Drugs and Tessellation, with minor edits.
Categories: Computers

From Building Information Modelling to Mixed Reality

From Building Information Modelling to Mixed Reality

This book reports on the latest advances in using BIM modelling to achieve the semantic enrichment of objects, allowing them to be used both as multidimensional databases – as comprehensive sources of information for finalizing various ...

Author: Cecilia Bolognesi

Publisher: Springer Nature

ISBN: 9783030492786

Category: Technology & Engineering

Page: 217

View: 907

This book reports on the latest advances in using BIM modelling to achieve the semantic enrichment of objects, allowing them to be used both as multidimensional databases – as comprehensive sources of information for finalizing various types of documentation in the building industry – and as modelling tools for the construction of virtual environments. Having advanced to a new stage of development, BIM modelling is now being applied in a range of increasingly complex contexts, and for various new purposes. This book examines the role that virtual reality and related technologies such as AI and IoT can play in preserving and disseminating our cultural heritage and built environment.
Categories: Technology & Engineering

Augmented and Virtual Reality in Libraries

Augmented and Virtual Reality in Libraries

5 This frame is about the nonlinear and iterative way required to evaluate a range of information sources, and the mental flexibility to pursue alternate ...

Author: Jolanda-Pieta van Arnhem

Publisher: Rowman & Littlefield

ISBN: 9781538102923

Category: Language Arts & Disciplines

Page: 248

View: 786

This book is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. It makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals in libraries, museums, and archives.
Categories: Language Arts & Disciplines

Emerging Markets for Virtual Reality

Emerging Markets for Virtual Reality

9.1 INTRODUCTION Although VR as a commercial industry is just a few years old, the information sources related to VR are already vast.

Author: IGIC, Inc. Staff

Publisher: Information Gatekeepers Inc

ISBN:

Category:

Page:

View: 774

Categories:

Binaural Technology for Virtual Reality

Binaural Technology for Virtual Reality

The use of non-intrusive virtual environments is gaining more and more importance but was focused mainly on addressing the visual sense.

Author: Tobias Lentz

Publisher: Logos Verlag Berlin GmbH

ISBN: 9783832519353

Category: Computers

Page: 166

View: 344

The use of non-intrusive virtual environments is gaining more and more importance but was focused mainly on addressing the visual sense. However, the human perception consists not only of visual input and thus it would be worthwhile to create multi-modal and interactive virtual environments. This thesis describes the techniques required to include the acoustic component into a virtual environment and furthermore the implementation of a software system, which takes advantage of these techniques to create complex acoustical scenes in real time. The system is based on the binaural technology. It features spatially distributed sound sources which are utilized to create an environment that is as authentic as possible. This comprises a description of the source, including its relevant angle-, distance- and time- dependent radiation, the sound distribution in the virtual scene (room acoustics), the perception-related consideration of all sound field components, as well as the exact reproduction of the artificial sound at the ears of the user. The focus of this thesis is put on the reproduction technology. In this context, an approach for dynamic crosstalk cancellation is presented, which enables a loudspeaker-based reproduction. The required filters are processed in real time on the basis of the position data and measured transfer functions of the outer ear. Furthermore the integration of this spatial audio system into a five-sided Virtual Reality display system is described and evaluated.
Categories: Computers

The Virtual Reality Homebrewer s Handbook

The Virtual Reality Homebrewer s Handbook

A key feature of the text is its extensive survey of gear you can buy, from low-cost hardware to world-building software.

Author: Robin Hollands

Publisher: Wiley

ISBN: 0471958719

Category: Computers

Page: 380

View: 270

This complete, do-it-yourself kit is crammed with construction projects and easy-to-use software for creating realistic virtual worlds with a minimum of equipment. The package includes 26 illustrated projects for building the basic VR hardware, from head-trackers and head-mounted displays to the 6D joystick and glove. A key feature of the text is its extensive survey of gear you can buy, from low-cost hardware to world-building software. Also included in the book are the essentials of 3D graphics programming, neat demo programs, and toolkits on CD, for programming in C or Turbo Pascal and tips for enhancing your virtual worlds, covering topics such as terrain mapping and simulation. If you want to know more about the basic principles, each project gives a good insight into the workings of professional systems. Only standard components are used and a list of parts sources is supplied.
Categories: Computers

Augmented Reality Virtual Reality and Computer Graphics

Augmented Reality  Virtual Reality  and Computer Graphics

8th International Conference, AVR 2021, Virtual Event, September 7–10, 2021, ... reality browsers which cannot integrate external information sources.

Author: Lucio Tommaso De Paolis

Publisher: Springer Nature

ISBN: 9783030875954

Category:

Page:

View: 531

Categories:

From hype to value Virtual Reality Tools in the Tourism Industry and their Influence on Booking Behaviour

From hype to value  Virtual Reality Tools in the Tourism Industry and their Influence on Booking Behaviour

information search strategies and VR as an information tool for travel marketing ... weigh costs and benefits of choosing sources for information search.

Author: Carola Epple

Publisher: GRIN Verlag

ISBN: 9783668850262

Category: Business & Economics

Page: 94

View: 113

Research Paper (postgraduate) from the year 2018 in the subject Tourism, grade: 1,0, Technical University of Munich (Lehrstuhl für Sport- und Gesundheitsmanagement), language: English, abstract: In light of fierce competition and fast changing markets, travel firms have to make reasonable use of new technologies in order to succeed. Virtual Reality (VR) enables travellers to experience a destination in advance and entertains hopes to positively influence the booking behaviour of travellers. The author of this publication examines the effect of VR exposure on the booking decision process, specifically on the purchasing probability, the speed of decision-making and turnover. Different to other research, the book at hand analyses actual purchasing decisions from the perspective of travel sales agents instead of consumers expressing purchasing intentions in artificial laboratory situations. The current technological development considerably affects the way how tourism destinations and touristic products are perceived and how booking decisions take place. In that context, it is crucial to understand consumer decision processes, especially in the travel and hospitality sector. “Virtual Reality Tools in the Tourism Industry and their Influence on Booking Behaviour” investigates consumer behaviour based on a structural model. Carola Epple offers handy guidelines for travel marketers how to best use VR for their purposes and supports managerial practice by indicating how the relevant constructs can be stimulated.
Categories: Business & Economics

Current Research in Library Information Science

Current Research in Library   Information Science

... Virtual museum concept : 310 , 357 Virtual museums : 409 Virtual reality : 109 ... Strait Islanders - Information sources - Online databases : 326 World ...

Author:

Publisher:

ISBN: UOM:39015079654946

Category: Information science

Page:

View: 290

Categories: Information science

Unreal Engine 4 Virtual Reality Projects

Unreal Engine 4 Virtual Reality Projects

Build immersive, real-world VR applications using UE4, C++, ... the genuinely good sources of information on VR, and a great place to get information on the ...

Author: Kevin Mack

Publisher: Packt Publishing Ltd

ISBN: 9781789133882

Category: Computers

Page: 632

View: 895

Learn to design and build Virtual Reality experiences, applications, and games in Unreal Engine 4 through a series of practical, hands-on projects that teach you to create controllable avatars, user interfaces, and more. Key Features Learn about effective VR design and develop virtual reality games and applications for every VR platform Build essential features for VR such as player locomotion and interaction, 3D user interfaces, and 360 media players Learn about multiplayer networking and how to extend the engine using plugins and asset packs Book Description Unreal Engine 4 (UE4) is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR. This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine. Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR. What you will learn Understand design principles and concepts for building VR applications Set up your development environment with Unreal Blueprints and C++ Create a player character with several locomotion schemes Evaluate and solve performance problems in VR to maintain high frame rates Display mono and stereo videos in VR Extend Unreal Engine's capabilities using various plugins Who this book is for This book is for anyone interested in learning to develop Virtual Reality games and applications using UE4. Developers new to UE4 will benefit from hands-on projects that guide readers through clearly-explained steps, while both new and experienced developers will learn crucial principles and techniques for VR development in UE4.
Categories: Computers

Interdisciplinary Perspectives on Virtual Place Based Learning

Interdisciplinary Perspectives on Virtual Place Based Learning

This book explores how virtual place-based learning and research has been interpreted and incorporated into learning environments both within and across disciplinary perspectives.

Author: Reneta D. Lansiquot

Publisher: Springer Nature

ISBN: 9783030324711

Category: Education

Page: 166

View: 873

This book explores how virtual place-based learning and research has been interpreted and incorporated into learning environments both within and across disciplinary perspectives. Contributing authors highlight the ways in which they have employed a variety of methodologies to engage students in the virtual exploration of place. In the process, they focus on the approaches they have used to bring the real world closer through virtual exploration. Chapters examine how the resources of the urban environment have been tapped to design student research projects within the context of an interdisciplinary course. In this way, authors highlight how virtual place-based learning has employed the tools of mapping and data visualization, information literacy, game design, digital storytelling, and the creation of non-fiction VR documentaries. This book makes a valuable contribution to the literature, offering a model of how the study of place can be employed in creative ways to enhance interdisciplinary learning.
Categories: Education

Augmented Reality

Augmented Reality

Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, ...

Author: Dieter Schmalstieg

Publisher: Addison-Wesley Professional

ISBN: 9780133153200

Category: Computers

Page: 528

View: 717

Augmented reality (AR) is one of today's most fascinating and future-oriented areas of computer science and technology. By overlaying computer-generated information on views of the real world, AR amplifies human perception and cognition in remarkable new ways. Do you like the virtual first-down line in football games on TV? That's AR. And AR apps are rapidly coming to billions of smartphones, too. Working in AR requires knowledge from diverse disciplines, including computer vision, computer graphics, and human-computer interaction (HCI). Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting the most significant AR work with scrupulous accuracy. Dieter Schmalstieg, a pioneer of both AR foundation and application, is drawing from his two decades of AR experience to clearly present the field. Together with mobile AR pioneer and research colleague Tobias Höllerer, the authors address all aspects of the field, illuminating AR from both technical and HCI perspectives. The authors review AR's technical foundations, including display and tracking technologies, show how AR emerges from the symbiosis of computer vision and computer graphics, introduce AR-specific visualization and 3D interaction techniques, and showcase applications from diverse industries. They conclude with an outlook on trends and emerging technologies, including practical pointers for beginning practitioners. This book is an indispensable resource for everyone interested in AR, including software and app developers, engineers, students and instructors, researchers, and hobbyists. For use in educational environments, the authors will provide a companion website containing slides, code examples, and other source materials.
Categories: Computers

The Metaphysics of Virtual Reality

The Metaphysics of Virtual Reality

The combination " augmented reality ” is a step toward breaking through the ... An interface occurs where two or more information sources come face - to ...

Author: Michael Heim

Publisher: Oxford University Press

ISBN: 9780198024323

Category: Computers

Page: 208

View: 109

Computers have dramatically altered life in the late twentieth century. Today we can draw on worldwide computer links, speeding up communications by radio, newspapers, and television. Ideas fly back and forth and circle the globe at the speed of electricity. And just around the corner lurks full-blown virtual reality, in which we will be able to immerse ourselves in a computer simulation not only of the actual physical world, but of any imagined world. As we begin to move in and out of a computer-generated world, Michael Heim asks, how will the way we perceive our world change? In The Metaphysics of Virtual Reality, Heim considers this and other philosophical issues of the Information Age. With an eye for the dark as well as the bright side of computer technology, he explores the logical and historical origins of our computer-generated world and speculates about the future direction of our computerized lives. He discusses such topics as the effect of word-processing on the English language (while word-processors have led to increased productivity, they have also led to physical hazards such as repetitive motion syndrome, which causes inflamed hand and arm tendons). Heim looks into the new kind of literacy promised by Hypertext (technology which allows the user to link audio and video elements, the disadvantages including disorientation and cognitive overload). And he also probes the notion of virtual reality, "cyberspace"--the computer-simulated environments that have captured the popular imagination and may ultimately change the way we define reality itself. Just as the definition of interface itself has evolved from the actual adapter plug used to connect electronic circuits into human entry into a self-contained cyberspace, so too will the notion of reality change with the current technological drive. Like the introduction of the automobile, the advent of virtual reality will change the whole context in which our knowledge and awareness of life are rooted. And along the way, Heim covers such intriguing topics as how computers have altered our thought habits, how we will be able to distinguish virtual from real reality, and the appearance of virtual reality in popular culture (as in Star Trek's holodeck, William Gibson's Neuromancer, and Stephen King's Lawnmower Man). Vividly and entertainingly written, The Metaphysics of Virtual Reality opens a window on a fascinating world that promises--or threatens--to become an integral part of everyday life in the 21st century. As Heim writes, not only do we face a breakthrough in the technology of computer interface, but we face the challenge of knowing ourselves and determining how the technology should develop and ultimately affect the society in which it grows.
Categories: Computers

Understanding Virtual Reality

Understanding Virtual Reality

Single-source, 2-D optical tracking is typically used in second person VR, ... VR system to garner additional position information about the participant.

Author: William Sherman

Publisher: Morgan Kaufmann

ISBN: 1558603530

Category: Computers

Page: 582

View: 892

Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies. * Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom. * Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems. * Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system.
Categories: Computers

Virtual Libraries

Virtual Libraries

Author: Lewis Foreman

Publisher:

ISBN: UIUC:30112004872732

Category: Digital libraries

Page: 67

View: 953

Categories: Digital libraries