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Augmented Reality, Virtual Reality, and Computer Graphics

Overview of attention for book
Cover of 'Augmented Reality, Virtual Reality, and Computer Graphics'

Table of Contents

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    Book Overview
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    Chapter 1 Cognitive Control Influences the Sense of Presence in Virtual Environments with Different Immersion Levels
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    Chapter 2 Defining an Indicator for Navigation Performance Measurement in VE Based on ISO/IEC15939
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    Chapter 3 A Study of Transitional Virtual Environments
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    Chapter 4 Walk-able and Stereo Virtual Tour based on Spherical Panorama Matrix
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    Chapter 5 Virtual Reality Applied to Industrial Processes
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    Chapter 6 Training of Tannery Processes Through Virtual Reality
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    Chapter 7 Virtual Environments for Motor Fine Skills Rehabilitation with Force Feedback
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    Chapter 8 Towards Modeling of Finger Motions in Virtual Reality Environment
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    Chapter 9 Industrial Heritage Seen Through the Lens of a Virtual Reality Experience
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    Chapter 10 Multiple NUI Device Approach to Full Body Tracking for Collaborative Virtual Environments
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    Chapter 11 Safety Training Using Virtual Reality: A Comparative Approach
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    Chapter 12 Robots Coordinated Control for Service Tasks in Virtual Reality Environments
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    Chapter 13 RRT* GL Based Path Planning for Virtual Aerial Navigation
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    Chapter 14 Virtual Reality System for Training in Automotive Mechanics
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    Chapter 15 Math Model of UAV Multi Rotor Prototype with Fixed Wing Aerodynamic Structure for a Flight Simulator
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    Chapter 16 Exploiting Factory Telemetry to Support Virtual Reality Simulation in Robotics Cell
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    Chapter 17 A VR-CAD Data Model for Immersive Design
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    Chapter 18 Motion Style Transfer in Correlated Motion Spaces
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    Chapter 19 Pixel Reprojection of 360 Degree Renderings for Small Parallax Effects
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    Chapter 20 Immersiveness of News: How Croatian Students Experienced 360-Video News
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    Chapter 21 Interactive 3D Symphony in VR Space
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    Chapter 22 Virtual Bodystorming: Utilizing Virtual Reality for Prototyping in Service Design
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    Chapter 23 Capturing Reality for a Billiards Simulation
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    Chapter 24 Operating Virtual Panels with Hand Gestures in Immersive VR Games
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    Chapter 25 Virtual Reality Toolset for Material Science: NOMAD VR Tools
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    Chapter 26 Measuring the Impact of Low-Cost Short-Term Virtual Reality on the User Experience
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    Chapter 27 Making the Invisible Visible: Real-Time Feedback for Embedded Computing Learning Activity Using Pedagogical Virtual Machine with Augmented Reality
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    Chapter 28 ARSSET: Augmented Reality Support on SET
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    Chapter 29 Overcoming Location Inaccuracies in Augmented Reality Navigation
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    Chapter 30 The Use of Augmented Reality Glasses for the Application in Industry 4.0
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    Chapter 31 Augmented Reality Applications for Education: Five Directions for Future Research
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    Chapter 32 Semantic Exploration of Distributed AR Services
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    Chapter 33 Automated Marker Augmentation and Path Discovery in Indoor Navigation for Visually Impaired
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    Chapter 34 Virtual Product Try-On Solution for E-Commerce Using Mobile Augmented Reality
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    Chapter 35 DyMAR: Introduction to Dynamic Marker Based Augmented Reality Using Smartwatch
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    Chapter 36 The Smartkuber Case Study: Lessons Learned from the Development of an Augmented Reality Serious Game for Cognitive Screening
Overall attention for this book and its chapters
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Title
Augmented Reality, Virtual Reality, and Computer Graphics
Published by
Springer, Cham, January 2017
DOI 10.1007/978-3-319-60922-5
ISBNs
978-3-31-960921-8, 978-3-31-960922-5
Editors

Lucio Tommaso De Paolis, Patrick Bourdot, Antonio Mongelli

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 9 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 9 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 3 33%
Student > Bachelor 2 22%
Student > Ph. D. Student 2 22%
Student > Master 1 11%
Professor > Associate Professor 1 11%
Other 0 0%
Readers by discipline Count As %
Computer Science 4 44%
Arts and Humanities 2 22%
Psychology 1 11%
Chemistry 1 11%
Engineering 1 11%
Other 0 0%