Augmented Reality in Public Spaces
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Release | : 2015 |
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Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Augmented Reality In Public Spaces Basic Techniques For Video Mapping PDF full book. Access full book title Augmented Reality In Public Spaces Basic Techniques For Video Mapping.
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Release | : 2015 |
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Author | : Donato Maniello |
Publisher | : |
Total Pages | : 244 |
Release | : 2015 |
Genre | : Architecture |
ISBN | : 9788895315348 |
Author | : Daniel Schmitt |
Publisher | : John Wiley & Sons |
Total Pages | : 189 |
Release | : 2020-02-19 |
Genre | : Science |
ISBN | : 1119706858 |
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.
Author | : Oliver Bimber |
Publisher | : CRC Press |
Total Pages | : 386 |
Release | : 2005-08-08 |
Genre | : Computers |
ISBN | : 1439864942 |
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
Author | : Alessandro Luigini |
Publisher | : Springer |
Total Pages | : 773 |
Release | : 2019-03-22 |
Genre | : Computers |
ISBN | : 3030122409 |
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.
Author | : Golan Levin |
Publisher | : MIT Press |
Total Pages | : 289 |
Release | : 2021-02-02 |
Genre | : Education |
ISBN | : 0262542048 |
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.
Author | : Mieko Matsumoto |
Publisher | : Archaeopress Publishing Ltd |
Total Pages | : 573 |
Release | : 2018-12-31 |
Genre | : Social Science |
ISBN | : 1784917311 |
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.
Author | : Esteban Clua |
Publisher | : Springer |
Total Pages | : 417 |
Release | : 2018-09-05 |
Genre | : Computers |
ISBN | : 3319994263 |
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.
Author | : Ugliotti, Francesca Maria |
Publisher | : IGI Global |
Total Pages | : 765 |
Release | : 2022-06-30 |
Genre | : Computers |
ISBN | : 1668448556 |
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.
Author | : Vladimir Geroimenko |
Publisher | : Springer |
Total Pages | : 322 |
Release | : 2014-06-17 |
Genre | : Computers |
ISBN | : 3319062034 |
Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.