Visualization and Engineering Design Graphics with Augmented Reality Second Edition

Author: Mariano Alcaniz,Jorge Dorribo Camba,Manuel Contero,Jeffrey Otey

Publisher: SDC Publications

ISBN: 1585039055

Category: Computers

Page: 381

View: 3349

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The book is designed as a learning tool to help the aspiring engineer learn the language of engineering graphics. In this regard, this book is hardly unique, as there have been literally hundreds of books published in the past that had a similar goal. The main challenge faced by engineering graphics books comes from the difficulty of representing and describing three dimensional information on paper, which is a consequence of the two dimensional nature of printed materials. What makes this book invaluable is the use of Augmented Reality, a technology that will allow you to escape the limitations of traditional materials enabling you, the student, to truly visualize the objects being described in full 3D. To take full advantage of this book you will need a smartphone, tablet or computer with a web camera, along with the software or apps provided*. Many parts of the book are linked to specific augmented reality content through a series of black and white markers that have been seamlessly integrated throughout the pages. In order to experience the content, your device’s camera must be pointed at these markers. The main marker, available at the beginning of the book, is used to interact with the augmented reality models, which will be rendered in real time in your device’s screen. * If you do not have an iOS device, Android device or a computer with a webcam, SolidWorks files of the models used throughout the book are included on the CD. In addition, STL files have been provided so the models can be opened using your solid modeling CAD package of choice or printed using a 3D printer.
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Visualization and Engineering Design Graphics with Augmented Reality Third Edition

Author: Mariano Alcaniz,Jorge Dorribo Camba,Manuel Contero,Jeffrey Otey

Publisher: SDC Publications

ISBN: 1630572691

Category: Computers

Page: 386

View: 6295

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This book is designed as a learning tool to help the aspiring engineer learn the language of engineering graphics. In this regard, this book is hardly unique, as there have been literally hundreds of books published in the past that had a similar goal. The main challenge faced by engineering graphics books comes from the difficulty of representing and describing three dimensional information on paper, which is a consequence of the two dimensional nature of printed materials. What makes this book invaluable is the use of Augmented Reality, a technology that will allow you to escape the limitations of traditional materials enabling you, the student, to truly visualize the objects being described in full 3D. To take full advantage of this book you will need a smartphone, tablet or computer with a camera, along with the apps provided.* Many parts of the book are linked to specific augmented reality content through a series of black and white markers that have been seamlessly integrated throughout the pages. In order to experience the content, your device’s camera must be pointed at these markers. The main marker, available at the beginning of the book, is used to interact with the augmented reality models, which will be rendered in real time in your device’s screen. * If you do not have an iOS or Android device, or a computer with a webcam, SOLIDWORKS files of the models used throughout the book are available for download. In addition, STL files are available so the models can be opened using your solid modeling CAD package of choice or printed using a 3D printer.
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Understanding Virtual Reality

Interface, Application, and Design

Author: William R. Sherman,Alan B. Craig

Publisher: Morgan Kaufmann

ISBN: 012801038X

Category: Computers

Page: 938

View: 9232

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Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. 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 application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software and a new glossary with pictures
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Online Learning for STEM Subjects

International Examples of Technologies and Pedagogies in Use

Author: Mark Childs,Robby Soetanto

Publisher: Routledge

ISBN: 1317389875

Category: Technology & Engineering

Page: 180

View: 3213

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The Global Collaboration initiatives related in this book are examples of how educators have experimented with different mechanisms to provide science, technology, engineering and mathematics (STEM) education programmes through information and communication technologies. In many cases, these programmes have looked at the allied personal communication and collaboration skills that students of these subjects also need: the so-called STEM+ curriculum. In particular, these approaches to STEM+ provision show how the internationalization of education can be made more effective and accessible through the exploitation of collaborative technologies and non-traditional pedagogies. The approaches address the following themes: technologies for distance learning and collaboration pedagogies for online learning remote communication and collaboration An international perspective is made possible within the book through the inclusion of authors from North America, Europe and Asia. These authors present case studies from technology-enhanced learning projects over the past six years.
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Virtual Reality

Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings

Author: Randall Shumaker

Publisher: Springer

ISBN: 3540733353

Category: Computers

Page: 764

View: 4493

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This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.
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Understanding Virtual Reality

Interface, Application, and Design

Author: William R. Sherman,Alan B. Craig

Publisher: Morgan Kaufmann

ISBN: 9781558603530

Category: Computers

Page: 582

View: 3335

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Exploring the practical applications of virtual reality, both as they currently exist and as they will develop in the next few years, this book begins with a history of information presentation and demonstrates the basic problems that VR has recently been employed to solve.
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Computer Graphics

Principles and Practice

Author: James D. Foley,Foley Dan Van,Andries Van Dam,Steven K. Feiner,John F. Hughes,J. Hughes,Edward Angel

Publisher: Addison-Wesley Professional

ISBN: 9780201848403

Category: Computers

Page: 1175

View: 5922

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A guide to the concepts and applications of computer graphics covers such topics as interaction techniques, dialogue design, and user interface software.
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Technologies for E-Learning and Digital Entertainment

Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007, Proceedings

Author: Kin-chuen Hui,Zhigeng Pan,Ronald Chi-kit Chung,Charlie C.L. Wang,Xiaogang Jin,Stefan Göbel,Eric C.-L. Li

Publisher: Springer

ISBN: 3540730117

Category: Computers

Page: 974

View: 1976

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This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.
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