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Augmented Reality, Virtual Reality, and Computer Graphics

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Cover of 'Augmented Reality, Virtual Reality, and Computer Graphics'

Table of Contents

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    Book Overview
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    Chapter 1 Augmented Reality to Enhance the Clinician’s Observation During Assessment of Daily Living Activities
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    Chapter 2 Augmented Robotics for Electronic Wheelchair to Enhance Mobility in Domestic Environment
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    Chapter 3 Semi-automatic Initial Registration for the iRay System: A User Study
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    Chapter 4 Teaching Materials Using AR and VR for Learning the Usage of Oscilloscope
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    Chapter 5 An Augmented Reality System for Maxillo-Facial Surgery
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    Chapter 6 Augmented Reality and MYO for a Touchless Interaction with Virtual Organs
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    Chapter 7 Architecture of a Virtual Reality and Semantics-Based Framework for the Return to Work of Wheelchair Users
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    Chapter 8 Virtual Environments for Cognitive and Physical Training in Elderly with Mild Cognitive Impairment: A Pilot Study
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    Chapter 9 Virtual System for Upper Limbs Rehabilitation in Children
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    Chapter 10 3D Virtual System Trough 3 Space Mocap Sensors for Lower Limb Rehabilitation
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    Chapter 11 Robust Laparoscopic Instruments Tracking Using Colored Strips
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    Chapter 12 Natural User Interface to Assess Social Skills in Autistic Population
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    Chapter 13 RRT-Based Path Planning for Virtual Bronchoscopy Simulator
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    Chapter 14 Assistance System for Rehabilitation and Valuation of Motor Skills
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    Chapter 15 Robotic Applications in Virtual Environments for Children with Autism
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    Chapter 16 Realism in Audiovisual Stimuli for Phobias Treatments Through Virtual Environments
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    Chapter 17 Virtual Out-of-Body Experience as a Potential Therapeutic Tool After Kidney Transplantation
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    Chapter 18 Patient Specific Virtual and Physical Simulation Platform for Surgical Robot Movability Evaluation in Single-Access Robot-Assisted Minimally-Invasive Cardiothoracic Surgery
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    Chapter 19 Using of 3D Virtual Reality Electromagnetic Navigation for Challenging Cannulation in FEVAR Procedure
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    Chapter 20 A Tailored Serious Game for Preventing Falls of the Elderly
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    Chapter 21 Finger Recognition as Interaction Media in Augmented Reality for Historical Buildings in Matsum and Kesawan Regions of Medan City
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    Chapter 22 An Innovative Real-Time Mobile Augmented Reality Application in Arts
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    Chapter 23 Augmented Reality and UAVs in Archaeology: Development of a Location-Based AR Application
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    Chapter 24 Photogrammetric Approaches for the Virtual Reconstruction of Damaged Historical Remains
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    Chapter 25 Web Tool as a Virtual Museum of Ancient Archaeological Ruins in Peru
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    Chapter 26 Virtual Reality Meets Intelligence in Large Scale Architecture
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    Chapter 27 A Virtual Travel in Leonardo’s Codex of Flight
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    Chapter 28 Visualising a Software System as a City Through Virtual Reality
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    Chapter 29 Implementation of Player Position Monitoring for Tanjung Pura Palace Virtual Environment
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    Chapter 30 Differential G-Buffer Rendering for Mediated Reality Applications
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    Chapter 31 Solid Angle Based Ambient Obscurance in Image Space
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    Chapter 32 “Shape-Curvature-Graph”: Towards a New Model of Representation for the Description of 3D Meshes
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    Chapter 33 Semantics-Supported Collaborative Creation of Interactive 3D Content
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    Chapter 34 Feature Fusion of HOG and GSP for Smile Recognition
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    Chapter 35 Real-Time 3D Modeling with a RGB-D Camera and On-Board Processing
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    Chapter 36 Real-Time Detection and Simulation of Abnormal Crowd Behavior
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    Chapter 37 Steering Versus Teleport Locomotion for Head Mounted Displays
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    Chapter 38 Mixed Reality-Based User Interaction Feedback for a Hand-Controlled Interface Targeted to Robot Teleoperation
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    Chapter 39 Development and Heuristic Evaluation of Semi-immersive Hand-Gestural Virtual Reality Interface for Luxury Brands Online Stores
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    Chapter 40 Remote Touch Interaction with High Quality Models Using an Autostereoscopic 3D Display
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    Chapter 41 Versatile Augmented Reality Scenes for Tangible Interaction in Real-World Environments
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    Chapter 42 Cascade Classifiers and Saliency Maps Based People Detection
Overall attention for this book and its chapters
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Augmented Reality, Virtual Reality, and Computer Graphics
Published by
Springer, Cham, January 2017
DOI 10.1007/978-3-319-60928-7
978-3-31-960927-0, 978-3-31-960928-7

Lucio Tommaso De Paolis, Patrick Bourdot, Antonio Mongelli

Twitter Demographics

The data shown below were collected from the profile of 1 tweeter who shared this research output. Click here to find out more about how the information was compiled.

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 %
Student > Bachelor 1 11%
Unknown 8 89%
Readers by discipline Count As %
Engineering 1 11%
Unknown 8 89%