Fundamentals of Wearable Computers and Augmented Reality

Fundamentals of Wearable Computers and Augmented Reality
Author: Woodrow Barfield
Publisher: CRC Press
Total Pages: 822
Release: 2001-01-01
Genre: Technology & Engineering
ISBN: 9780805829020

Fundamentals of Wearable Computers and Augmented Reality presents a broad coverage of the technologies and interface design issues associated with wearable computers and augmented reality displays both rapidly developing fields in computer science, engineering, and human interface design. This book presents concepts related to the use and underlying technologies of augmented reality and wearable computer systems. There are many application areas for this technology, such as medicine, manufacturing, training, and recreation. Wearable computers will allow a much closer association of information with the user than is possible with traditional desktop computers. This book addresses an important aspect of wearable computers and augmented reality, either from the conceptual or from an application framework. Given the wide coverage of topics on issues related to the display of computer-generated images in the environment, this book can be used as a text for computer science, computer engineering, and interface design courses.

Fundamentals of Wearable Computers and Augmented Reality

Fundamentals of Wearable Computers and Augmented Reality
Author: Woodrow Barfield
Publisher: CRC Press
Total Pages: 739
Release: 2017-07-26
Genre: Augmented reality
ISBN: 9781138749313

Data will not help you if you can't see it where you need it. Or can't collect it where you need it. Upon these principles, wearable technology was born. And although smart watches and fitness trackers have become almost ubiquitous, with in-body sensors on the horizon, the future applications of wearable computers hold so much more. A trusted reference for almost 15 years, Fundamentals of Wearable Computers and Augmented Reality goes beyond smart clothing to explore user interface design issues specific to wearable tech and areas in which it can be applied. Upon its initial publication, the first edition almost instantly became a trusted reference, setting the stage for the coming decade, in which the explosion in research and applications of wearable computers and augmented reality occurred. Written by expert researchers and teachers, each chapter in the second edition has been revised and updated to reflect advances in the field and provide fundamental knowledge on each topic, solidifying the book's reputation as a valuable technical resource as well as a textbook for augmented reality and ubiquitous computing courses. New Chapters in the Second Edition Explore: Haptics Visual displays Use of augmented reality for surgery and manufacturing Technical issues of image registration and tracking Augmenting the environment with wearable audio interfaces Use of augmented reality in preserving cultural heritage Human-computer interaction and augmented reality technology Spatialized sound and augmented reality Augmented reality and robotics Computational clothing From a technology perspective, much of what is happening now with wearables and augmented reality would not have been possible even five years ago. In the fourteen years since the first edition burst on the scene, the capabilities and applications of both technologies are orders of magnitude faster, smaller, and cheaper. Yet the book's overarching mission remains the same: to supply the fundamental information and basic knowledge about the design and use of wearable computers and augmented reality with the goal of enhancing people's lives.

Fundamentals of Wearable Computers and Augmented Reality, Second Edition

Fundamentals of Wearable Computers and Augmented Reality, Second Edition
Author: Woodrow Barfield
Publisher: CRC Press
Total Pages: 723
Release: 2015-07-23
Genre: Computers
ISBN: 9781482243505

Data will not help you if you can’t see it where you need it. Or can’t collect it where you need it. Upon these principles, wearable technology was born. And although smart watches and fitness trackers have become almost ubiquitous, with in-body sensors on the horizon, the future applications of wearable computers hold so much more. A trusted reference for almost 15 years, Fundamentals of Wearable Computers and Augmented Reality goes beyond smart clothing to explore user interface design issues specific to wearable tech and areas in which it can be applied. Upon its initial publication, the first edition almost instantly became a trusted reference, setting the stage for the coming decade, in which the explosion in research and applications of wearable computers and augmented reality occurred. Written by expert researchers and teachers, each chapter in the second edition has been revised and updated to reflect advances in the field and provide fundamental knowledge on each topic, solidifying the book’s reputation as a valuable technical resource as well as a textbook for augmented reality and ubiquitous computing courses. New Chapters in the Second Edition Explore: Haptics Visual displays Use of augmented reality for surgery and manufacturing Technical issues of image registration and tracking Augmenting the environment with wearable audio interfaces Use of augmented reality in preserving cultural heritage Human-computer interaction and augmented reality technology Spatialized sound and augmented reality Augmented reality and robotics Computational clothing From a technology perspective, much of what is happening now with wearables and augmented reality would not have been possible even five years ago. In the fourteen years since the first edition burst on the scene, the capabilities and applications of both technologies are orders of magnitude faster, smaller, and cheaper. Yet the book’s overarching mission remains the same: to supply the fundamental information and basic knowledge about the design and use of wearable computers and augmented reality with the goal of enhancing people’s lives.

Research Handbook on the Law of Virtual and Augmented Reality

Research Handbook on the Law of Virtual and Augmented Reality
Author: Woodrow Barfield
Publisher: Edward Elgar Publishing
Total Pages: 709
Release: 2018-12-28
Genre: Computers
ISBN: 1786438593

Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.

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
Total Pages: 1882
Release: 2018-03-02
Genre: Computers
ISBN: 152255470X

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.

Fundamentals of Multimedia

Fundamentals of Multimedia
Author: Ze-Nian Li
Publisher: Springer Nature
Total Pages: 824
Release: 2021-03-20
Genre: Computers
ISBN: 3030621243

PREVIOUS EDITIONThis textbook introduces the “Fundamentals of Multimedia”, addressing real issues commonly faced in the workplace. The essential concepts are explained in a practical way to enable students to apply their existing skills to address problems in multimedia. Fully revised and updated, this new edition now includes coverage of such topics as 3D TV, social networks, high-efficiency video compression and conferencing, wireless and mobile networks, and their attendant technologies. Features: presents an overview of the key concepts in multimedia, including color science; reviews lossless and lossy compression methods for image, video and audio data; examines the demands placed by multimedia communications on wired and wireless networks; discusses the impact of social media and cloud computing on information sharing and on multimedia content search and retrieval; includes study exercises at the end of each chapter; provides supplementary resources for both students and instructors at an associated website.

Telegeoinformatics

Telegeoinformatics
Author: Hassan A. Karimi
Publisher: CRC Press
Total Pages: 336
Release: 2004-03-15
Genre: Technology & Engineering
ISBN: 0203501071

Telegeoinformatics is a new discipline resulting from the integration of mobile computing with wired and wireless communications, geoinformatics (including GIS and GPS), and remote sensing techniques and technologies. Users of telegeoinformatics from every field will need a comprehensive reference to solve multiple types of problems involving locat

Human-Computer Interaction

Human-Computer Interaction
Author: Constantine Stephanidis
Publisher: CRC Press
Total Pages: 2935
Release: 2024-09-28
Genre: Computers
ISBN: 1040318606

The pervasive influence of technology continuously shapes our daily lives. From smartphones to smart homes, technology is revolutionizing the way we live, work and interact with each other. Human-computer interaction (HCI) is a multidisciplinary research field focusing on the study of people interacting with information technology and plays a critical role in the development of computing systems that work well for the people using them, ensuring the seamless integration of interactive systems into our technologically driven lifestyles. The book series contains six volumes providing extensive coverage of the field, wherein each one addresses different theoretical and practical aspects of the HCI discipline. Readers will discover a wealth of information encompassing the foundational elements, state-of-the-art review in established and emerging domains, analysis of contemporary advancements brought about by the evolution of interactive technologies and artificial intelligence, as well as the emergence of diverse societal needs and application domains. These books: · Showcase the pivotal role of HCI in designing interactive applications across a diverse array of domains. · Explore the dynamic relationship between humans and intelligent environments, with a specific emphasis on the role of Artificial Intelligence (AI) and the Internet of Things (IoT). · Provide an extensive exploration of interaction design by examining a wide range of technologies, interaction techniques, styles and devices. · Discuss user experience methods and tools for the design of user-friendly products and services. · Bridge the gap between software engineering and human-computer interaction practices for usability, inclusion and sustainability. These volumes are an essential read for individuals interested in human-computer interaction research and applications.

Practical Augmented Reality

Practical Augmented Reality
Author: Steve Aukstakalnis
Publisher: Addison-Wesley Professional
Total Pages: 595
Release: 2016-09-08
Genre: Computers
ISBN: 0134094352

The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.