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
This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.
The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.
Written by experts from the world’s leading institutions in the field, this is the only book to cover virtual and augmented reality in manufacturing from a manufacturing perspective, rather than a computer science angle. It details applications of state-of-the-art technologies in real industrial situations.
This book reports on cutting-edge design methods and tools in industrial engineering, advanced findings in mechanics and material science, and relevant technological applications. Topics span from geometric modelling tools to applications of virtual/augmented reality, from interactive design to ergonomics, human factors research and reverse engineering. Further topics include integrated design and optimization methods, as well as experimental validation techniques for product, processes and systems development, such as additive manufacturing technologies. This book is based on the International Conference on Design Tools and Methods in Industrial Engineering, ADM 2019, held on September 9–10, 2019, in Modena, Italy, and organized by the Italian Association of Design Methods and Tools for Industrial Engineering, and the Department of Engineering “Enzo Ferrari” of the University of Modena and Reggio Emilia, Italy. It provides academics and professionals with a timely overview and extensive information on trends and technologies in industrial design and manufacturing.
This book provides research on the state-of-the-art methods for data management in the fourth industrial revolution, with particular focus on cloud.based data analytics for digital manufacturing infrastructures. Innovative techniques and methods for secure, flexible and profi table cloud manufacturing will be gathered to present advanced and specialized research in the selected area.
This book offers insights into the new trends that are pushing industries toward the 5.0 paradigm. Digitalization has made tremendous inroads, and the key enabling technologies for Industry 4.0 are increasingly mature. “Towards a Smart, Resilient and Sustainable Industry” not only strikes a balance among the current benefits, issues, and limitations of the current wave of digitalization, but also identifies the key challenges for making new industrial developments favorable for people and the environment. The different perspectives presented in this collection are gathered from contributions presented at the 2nd International Symposium on Industrial Engineering and Automation (ISIEA 2023), which took place at the Free University of Bozen-Bolzano on June 22-23, 2023. Readers will realize how aspects from different disciplines are interwoven to allow positive changes across industries: from engineering to artificial intelligence, from management to design, and from health care to biology.
This two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.
This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.
Lately, tourists consider their mobile devices as essential accessories for the realization of their trip before, during, and after the visit. Such devices allow them to consult information about points of interest, services, or products in real time. Thus, mobile devices have come to be considered as tools to support decision making regarding the realization of trips. In the digital environment, tourists seek complementary information to consolidate knowledge about the destination, heritage, culture, customs, and traditions that make the visited place unique. Simultaneously, they transform tourist experiences into a memory associated with travel, contribute to the sustainability of local populations, reduce inequalities, and cooperate to improve the quality of life of all involved. ICT as Innovator Between Tourism and Culture differs from others on the same areas because it aims to place the emphasis on and increase the bridge of knowledge between information communications technology (ICT), tourism, and culture, considering ICT as the main driver that creates the development environment and enhances the tourist experience in general. In particular, it is linked to cultural heritage, making it a more sustainable and intelligent tourist destination, taking into account the well-being of the local population and visitors. Covering topics such as destination image, religious tourism, and innovation dynamics, this book is an essential resource for IT consultants, hotel managers, marketers, travel agencies, tour operators, tourism researchers, professors, students, practitioners within the tourism industry, and academicians.