Proceedings of the Augmented Visual Display (AVID) Research Workshop
Author: Mary K. Kaiser
Publisher:
Published: 1993
Total Pages: 474
ISBN-13:
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Author: Mary K. Kaiser
Publisher:
Published: 1993
Total Pages: 474
ISBN-13:
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Publisher:
Published: 1995
Total Pages: 1100
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Publisher:
Published: 1994
Total Pages: 1038
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Published:
Total Pages: 1450
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Publisher:
Published: 1994
Total Pages: 698
ISBN-13:
DOWNLOAD EBOOKAuthor: British Library. Document Supply Centre
Publisher:
Published: 1995
Total Pages: 872
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Published: 1994
Total Pages: 1690
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Published: 1994
Total Pages: 520
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DOWNLOAD EBOOKAuthor: James Paul Gee
Publisher: Macmillan
Published: 2014-12-02
Total Pages: 233
ISBN-13: 1466886420
DOWNLOAD EBOOKCognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author: Steve Aukstakalnis
Publisher: Addison-Wesley Professional
Published: 2016-09-08
Total Pages: 595
ISBN-13: 0134094352
DOWNLOAD EBOOKThe 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.