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020 _a9783031058042
024 7 _a10.1007/978-3-031-05804-2
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aQA76.9 .H85
_b2023 EB
245 0 0 _aEveryday Virtual and Augmented Reality
_cedited by Adalberto Simeone, Benjamin Weyers, Svetlana Bialkova, Robert W. Lindeman
250 _a1st ed 2023
264 1 _aCham
_bSpringer International Publishing
_c2023
300 _a1 recurso en línea
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _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.
988 _aSpringer_Computer_2023
650 7 _2embne
_9155848
_aInteracción hombre-ordenador
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-05804-2
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b01/2024
_dz
_eb
_zSI