9 results on '"Augmented reality"'
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2. Art and Culture in the Multiverse of Metaverses : Immersion, Presence, and Interactivity in the Digital Age
- Author
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James Hutson and James Hutson
- Subjects
- User interfaces (Computer systems), Human-computer interaction, Cultural property, Art—History, Virtual reality, Augmented reality
- Abstract
Drawing on the art historical framing of Location, Place, and Identity, this book will examine how the factors of Immersion, Presence, and Interactivity of XR are shaping our understanding of the world and our place within it. Location refers to the specific geographical or spatial context in which a work of art is created or experienced. Place refers to the social, cultural, and historical context of that location. Identity refers to the ways in which individuals and communities construct and express their sense of self and belonging within those contexts. Through case studies and theoretical analysis, Art and Culture in the Multiverse of Metaverses - Immersion, Presence, and Interactivity in the Digital Age, will explore how the factors of Immersion, Presence, and Interactivity of XR can be aligned with these art historical concepts, providing new opportunities for understanding and engaging with Location, Place, and Identity. For example, XR can be used to create immersive experiences of historical locations and cultural sites, allowing users to explore and engage with them in ways that would otherwise be impossible. Additionally, XR can be used to create interactive artworks that engage with issues of identity and belonging, creating new possibilities for self-expression and exploration.
- Published
- 2024
3. Special Topics in Artificial Intelligence and Augmented Reality : The Case of Spatial Intelligence Enhancement
- Author
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Christos Papakostas, Christos Troussas, Cleo Sgouropoulou, Christos Papakostas, Christos Troussas, and Cleo Sgouropoulou
- Subjects
- Artificial intelligence, Augmented reality
- Abstract
This monograph explores the synergy of Artificial Intelligence (AI), Augmented Reality (AR) and cognitive processes to enhance spatial abilities — an integral aspect of cognitive development. The ability to comprehend and manipulate spatial information is not only fundamental to our understanding of the physical world but also plays a pivotal role in numerous academic and professional fields. Recognizing the profound impact of spatial ability on scientific disciplines and educational achievement, this monograph takes on the challenge of enhancing spatial skills among users.The authors present the design and development of a mobile training system that incorporates AR features to enhance learners'spatial ability. Involving mental generation, transformation, and rotation of visual images for understanding spatial relationships, spatial ability is closely linked to success in various scientific disciplines and educational pursuits. While spatial visualization skills testsare available, this monograph takes a unique approach by focusing on developing targeted interventions to improve spatial ability. It aims to unlock new avenues for cognitive growth and dive into the untapped potential within the realm of spatial intelligence. Beyond its emphasis on spatial ability enhancement, this monograph goes above and beyond traditional approaches by integrating AI techniques into the training system. As such, it aims to provide personalized and adaptive learning experiences for learners. The training system, through intelligent techniques, dynamically analyzes individual learners'strengths, weaknesses, and progress, tailoring content and challenges to their specific needs. This effort establishes a new frontier in educational technology, offering a groundbreaking solution that not only augments spatial ability development but also showcases the transformative potential of AI in reshaping the learning experience.The book is a valuable resource for researchers, educators, developers and technology enthusiasts, as it exemplifies the profound impact of AI and AR in shaping the future of online learning experiences.
- Published
- 2024
4. Next Generation Internet : Die Verschmelzung von Realität und Virtualität im Metaversum
- Author
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Peter Hoffmann and Peter Hoffmann
- Subjects
- Computers and civilization, User interfaces (Computer systems), Human-computer interaction, Virtual reality, Augmented reality
- Abstract
Die Entwicklung des Internets, insbesondere des WWW, stößt aktuell an ihre Grenzen – sowohl technisch als auch sozio-kulturell und ökonomisch. Als Lösung wird ein neues Internet versprochen, das die Grenzen der realen und der virtuellen Welt überwinden und Realität und Digitalität verschmelzen soll – das Metaversum. Technische, semantische und organisatorische Details greifen hierzu eng ineinander. Was aber bedeutet dies bei genauerer Betrachtung? Welche technisch-technologischen Herausforderungen müssen bewältigt werden, um ein solches Verschmelzen zu erreichen? Welche ökonomischen Möglichkeiten eröffnen sich– und welche verbieten sich möglicherweise? Wie kann erreicht werden, dass ein offenes und für jeden benutzbares Metaversum entsteht? Und wie kann vermieden werden, dass auch in diesem neuen Metaversum wenige große Anbieter ihre proprietären Ideen durchsetzen? Für diese Fragen soll dieses Buch Antworten aufzeigen.
- Published
- 2024
5. Augmented Reality and Artificial Intelligence : The Fusion of Advanced Technologies
- Author
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Vladimir Geroimenko and Vladimir Geroimenko
- Subjects
- Artificial intelligence, Augmented reality
- Abstract
This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today's world – Artificial Intelligence (AI) and Augmented Reality (AR). It is written by a team of 50 researchers and practitioners from 16 countries, which has enabled a thorough coverage of emerging or previously unexplored subject areas. The authors consider practical, theoretical, and cultural aspects of “AI-powered AR” and “AR-enriched AI”, and their usage in a large variety of areas, such as education, medicine, healthcare, dentistry, pharmacy, active lifestyle, smart services, fashion, retail, recommender systems, and several others. Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies is essential reading not only for researchers, practitioners and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in building a comprehensive understanding of the emerging fields of “intelligent augmented environments” and “artificial intelligence presented by augmented reality”.
- Published
- 2023
6. Augmented Reality in Tourism, Museums and Heritage : A New Technology to Inform and Entertain
- Author
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Vladimir Geroimenko and Vladimir Geroimenko
- Subjects
- Museum exhibits--Technological innovations, Augmented reality, Tourism--Technological innovations, Cultural property--Technological innovations
- Abstract
This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.
- Published
- 2021
7. Advances in Usability, User Experience, Wearable and Assistive Technology : Proceedings of the AHFE 2020 Virtual Conferences on Usability and User Experience, Human Factors and Assistive Technology, Human Factors and Wearable Technologies, and Virtual Environments and Game Design, July 16-20, 2020, USA
- Author
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Tareq Ahram, Christianne Falcão, Tareq Ahram, and Christianne Falcão
- Subjects
- Biomedical engineering, User interfaces (Computer systems), Human-computer interaction, Virtual reality, Augmented reality, Educational technology, Computer games—Programming
- Abstract
This 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 2020 Virtual Conference on Usability and User Experience, the AHFE 2020 Virtual Conference on Human Factors and Assistive Technology, the AHFE Virtual Conference on Human Factors and Wearable Technologies, and the AHFE 2020 Virtual Conference on Virtual Environments and Game Design, held on July 16–20, 2020, it provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.
- Published
- 2020
8. The Art of Interaction : What HCI Can Learn From Interactive Art
- Author
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Ernest Edmonds and Ernest Edmonds
- Subjects
- User interfaces (Computer systems), Human-computer interaction, Human-machine systems, Image processing—Digital techniques, Computer vision, Virtual reality, Augmented reality, Computer graphics
- Abstract
What can Human-Computer Interaction (HCI) learn from art? How can the HCI research agenda be advanced by looking at art research? How can we improve creativity support and the amplification of that important human capability? This book aims to answer these questions. Interactive art has become a common part of life as a result of the many ways in which the computer and the Internet have facilitated it. HCI is as important to interactive art as mixing the colours of paint are to painting. This book reviews recent work that looks at these issues through art research. In interactive digital art, the artist is concerned with how the artwork behaves, how the audience interacts with it, and, ultimately, how participants experience art as well as their degree of engagement. The values of art are deeply human and increasingly relevant to HCI as its focus moves from product design towards social benefits and the support of human creativity. The book examines these issues and brings together a collection of research results from art practice that illuminates this significant new and expanding area. In particular, this work points towards a much-needed critical language that can be used to describe, compare and frame research in HCI support for creativity.
- Published
- 2018
9. Augmented Human : How Technology Is Shaping the New Reality
- Author
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Papagiannis, Helen and Papagiannis, Helen
- Subjects
- Virtual reality, Augmented reality
- Abstract
Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR's current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user's everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it's evolving, where the opportunities are, and where it's headed.If you're a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR's possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology.You'll explore how:Computer vision, machine learning, cameras, sensors, and wearables change the way you see the worldHaptic technology syncs what you see with how something feelsAugmented sound and hearables alter the way you listen to your environmentDigital smell and taste augment the way you share and receive informationNew approaches to storytelling immerse and engage users more deeplyUsers can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfacesHuman avatars can learn our behaviors and act on our behalf
- Published
- 2017
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