Augmented Reality in Public Spaces

Augmented Reality in Public Spaces

Author: Donato Maniello

Publisher:

Published: 2015

Total Pages:

ISBN-13:

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Book Synopsis Augmented Reality in Public Spaces by : Donato Maniello

Download or read book Augmented Reality in Public Spaces written by Donato Maniello and published by . This book was released on 2015 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:


Augmented Reality in Public Spaces. Basic Techniques for Video Mapping

Augmented Reality in Public Spaces. Basic Techniques for Video Mapping

Author: Donato Maniello

Publisher:

Published: 2015

Total Pages: 244

ISBN-13: 9788895315348

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Book Synopsis Augmented Reality in Public Spaces. Basic Techniques for Video Mapping by : Donato Maniello

Download or read book Augmented Reality in Public Spaces. Basic Techniques for Video Mapping written by Donato Maniello and published by . This book was released on 2015 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt:


Entertainment Computing – ICEC 2018

Entertainment Computing – ICEC 2018

Author: Esteban Clua

Publisher: Springer

Published: 2018-09-05

Total Pages: 412

ISBN-13: 3319994263

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This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.


Book Synopsis Entertainment Computing – ICEC 2018 by : Esteban Clua

Download or read book Entertainment Computing – ICEC 2018 written by Esteban Clua and published by Springer. This book was released on 2018-09-05 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.


Code as Creative Medium

Code as Creative Medium

Author: Golan Levin

Publisher: MIT Press

Published: 2021-02-02

Total Pages: 289

ISBN-13: 0262362031

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An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.


Book Synopsis Code as Creative Medium by : Golan Levin

Download or read book Code as Creative Medium written by Golan Levin and published by MIT Press. This book was released on 2021-02-02 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.


Image Beyond the Screen

Image Beyond the Screen

Author: Daniel Schmitt

Publisher: John Wiley & Sons

Published: 2020-02-19

Total Pages: 189

ISBN-13: 1119706858

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Videomapping with its use of digital images is an audiovisual format that has gained traction with the creative industries. It consists of projecting images onto diverse surfaces, according to their geometric characteristics. It is also synonymous with spatial augmented reality, projection mapping and spatial correspondence. Image Beyond the Screen lays the foundations for a field of interdisciplinary study, encompassing the audiovisual, humanities, and digital creation and technologies. It brings together contributions from researchers, and testimonials from some of the creators, technicians and organizers who now make up the many-faceted community of videomapping. Live entertainment, museum, urban or event planning, cultural heritage, marketing, industry and the medical field are just a few examples of the applications of this media.


Book Synopsis Image Beyond the Screen by : Daniel Schmitt

Download or read book Image Beyond the Screen written by Daniel Schmitt and published by John Wiley & Sons. This book was released on 2020-02-19 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videomapping with its use of digital images is an audiovisual format that has gained traction with the creative industries. It consists of projecting images onto diverse surfaces, according to their geometric characteristics. It is also synonymous with spatial augmented reality, projection mapping and spatial correspondence. Image Beyond the Screen lays the foundations for a field of interdisciplinary study, encompassing the audiovisual, humanities, and digital creation and technologies. It brings together contributions from researchers, and testimonials from some of the creators, technicians and organizers who now make up the many-faceted community of videomapping. Live entertainment, museum, urban or event planning, cultural heritage, marketing, industry and the medical field are just a few examples of the applications of this media.


Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage

Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage

Author: Alessandro Luigini

Publisher: Springer

Published: 2019-03-22

Total Pages: 773

ISBN-13: 3030122409

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This book gathers peer-reviewed papers presented at the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2018), held in Brixen, Italy in July 2018. The papers focus on interdisciplinary and multi-disciplinary research concerning cutting-edge cultural heritage informatics and engineering; the use of technology for the representation, preservation and communication of cultural heritage knowledge; as well as heritage education in digital environments; innovative experiments in the field of digital representation; and methodological reflections on the use of IT tools in various educational contexts. The scope of the papers ranges from theoretical research to applications, including education, in several fields of science, technology and art. EARTH 2018 addressed a variety of topics and subtopics, including digital representation technologies, virtual museums and virtual exhibitions, virtual and augmented reality, digital heritage and digital arts, art and heritage education, teaching and technologies for museums, VR and AR technologies in schools, education through digital media, psychology of perception and attention, psychology of arts and communication, as well as serious games and gamification. As such the book provides architects, engineers, computer scientists, social scientists and designers interested in computer applications and cultural heritage with an overview of the latest advances in the field, particularly in the context of science, arts and education.


Book Synopsis Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage by : Alessandro Luigini

Download or read book Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage written by Alessandro Luigini and published by Springer. This book was released on 2019-03-22 with total page 773 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers peer-reviewed papers presented at the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2018), held in Brixen, Italy in July 2018. The papers focus on interdisciplinary and multi-disciplinary research concerning cutting-edge cultural heritage informatics and engineering; the use of technology for the representation, preservation and communication of cultural heritage knowledge; as well as heritage education in digital environments; innovative experiments in the field of digital representation; and methodological reflections on the use of IT tools in various educational contexts. The scope of the papers ranges from theoretical research to applications, including education, in several fields of science, technology and art. EARTH 2018 addressed a variety of topics and subtopics, including digital representation technologies, virtual museums and virtual exhibitions, virtual and augmented reality, digital heritage and digital arts, art and heritage education, teaching and technologies for museums, VR and AR technologies in schools, education through digital media, psychology of perception and attention, psychology of arts and communication, as well as serious games and gamification. As such the book provides architects, engineers, computer scientists, social scientists and designers interested in computer applications and cultural heritage with an overview of the latest advances in the field, particularly in the context of science, arts and education.


Spatial Augmented Reality

Spatial Augmented Reality

Author: Oliver Bimber

Publisher: CRC Press

Published: 2005-08-08

Total Pages: 386

ISBN-13: 1439864942

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Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r


Book Synopsis Spatial Augmented Reality by : Oliver Bimber

Download or read book Spatial Augmented Reality written by Oliver Bimber and published by CRC Press. This book was released on 2005-08-08 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r


CAA2016: Oceans of Data

CAA2016: Oceans of Data

Author: Mieko Matsumoto

Publisher: Archaeopress Publishing Ltd

Published: 2018-12-31

Total Pages: 573

ISBN-13: 1784917311

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A selection of 50 papers presented at CAA2016. Papers are grouped under the following headings: Ontologies and Standards; Field and Laboratory Data Recording and Analysis; Archaeological Information Systems; GIS and Spatial Analysis; 3D and Visualisation; Complex Systems Simulation; Teaching Archaeology in the Digital Age.


Book Synopsis CAA2016: Oceans of Data by : Mieko Matsumoto

Download or read book CAA2016: Oceans of Data written by Mieko Matsumoto and published by Archaeopress Publishing Ltd. This book was released on 2018-12-31 with total page 573 pages. Available in PDF, EPUB and Kindle. Book excerpt: A selection of 50 papers presented at CAA2016. Papers are grouped under the following headings: Ontologies and Standards; Field and Laboratory Data Recording and Analysis; Archaeological Information Systems; GIS and Spatial Analysis; 3D and Visualisation; Complex Systems Simulation; Teaching Archaeology in the Digital Age.


Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0

Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0

Author: Ugliotti, Francesca Maria

Publisher: IGI Global

Published: 2022-06-30

Total Pages: 765

ISBN-13: 1668448556

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Research on digital reality has been extensive in recent years, covering a wide range of topics and leading to new ways to approach and deal with complex situations. Within the Society 5.0 paradigm, people and machines establish a positive relationship to find solutions for social aspects and problems. This perspective establishes a strong interconnection between physical and virtual space, making the user an active player for better life and society. In these terms, digital systems and virtual and augmented reality technologies enable multi-dimensional scenarios and additional levels of interdisciplinary collaboration to create a highly inclusive communication network and social framework. The Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 provides an overview of methods, processes, and tools adopted to achieve super-smart society needs by exploiting digital reality and interactive technologies. It includes case studies that illustrate applications that place people’s quality of life at the center of the digitalization process, accessing and managing different information and data domains. Covering topics such as cultural heritage, interactive learning, and virtual participation, this major reference work is a comprehensive resource for business executives and managers, IT managers, government officials, community leaders, arts and performance organizers, healthcare administrators and professionals, faculty and administrators of both K-12 and higher education, students of higher education, researchers, and academicians.


Book Synopsis Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 by : Ugliotti, Francesca Maria

Download or read book Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 written by Ugliotti, Francesca Maria and published by IGI Global. This book was released on 2022-06-30 with total page 765 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research on digital reality has been extensive in recent years, covering a wide range of topics and leading to new ways to approach and deal with complex situations. Within the Society 5.0 paradigm, people and machines establish a positive relationship to find solutions for social aspects and problems. This perspective establishes a strong interconnection between physical and virtual space, making the user an active player for better life and society. In these terms, digital systems and virtual and augmented reality technologies enable multi-dimensional scenarios and additional levels of interdisciplinary collaboration to create a highly inclusive communication network and social framework. The Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 provides an overview of methods, processes, and tools adopted to achieve super-smart society needs by exploiting digital reality and interactive technologies. It includes case studies that illustrate applications that place people’s quality of life at the center of the digitalization process, accessing and managing different information and data domains. Covering topics such as cultural heritage, interactive learning, and virtual participation, this major reference work is a comprehensive resource for business executives and managers, IT managers, government officials, community leaders, arts and performance organizers, healthcare administrators and professionals, faculty and administrators of both K-12 and higher education, students of higher education, researchers, and academicians.


Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications

Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2018-03-02

Total Pages: 1845

ISBN-13: 152255470X

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Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.


Book Synopsis Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-03-02 with total page 1845 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.