Academic literature on the topic '4607 Graphics, augmented reality and games'
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Journal articles on the topic "4607 Graphics, augmented reality and games"
Mac Namee, Brian, David Beaney, and Qingqing Dong. "Motion in Augmented Reality Games: An Engine for Creating Plausible Physical Interactions in Augmented Reality Games." International Journal of Computer Games Technology 2010 (2010): 1–8. http://dx.doi.org/10.1155/2010/979235.
Full textMarto, Anabela, and Alexandrino Gonçalves. "Augmented Reality Games and Presence: A Systematic Review." Journal of Imaging 8, no. 4 (March 29, 2022): 91. http://dx.doi.org/10.3390/jimaging8040091.
Full textKawai, Junya, Hiroyuki Mitsuhara, and Masami Shishibori. "Game-based evacuation drill using augmented reality and head-mounted display." Interactive Technology and Smart Education 13, no. 3 (September 19, 2016): 186–201. http://dx.doi.org/10.1108/itse-01-2016-0001.
Full textWu, Yong, Weitao Che, and Bihui Huang. "An Improved 3D Registration Method of Mobile Augmented Reality for Urban Built Environment." International Journal of Computer Games Technology 2021 (February 10, 2021): 1–8. http://dx.doi.org/10.1155/2021/8810991.
Full textBustamin, Anugrayani, Indrabayu -, Ingrid Nurtanio, Christoforus Yohannes, Zulkifli Tahir, and A. Ais Prayogi. "Sosialisasi Pembelajaran Digital Bagi Guru SDN 14 Bonto-Bonto Kabupaten Pangkep." JURNAL TEPAT : Applied Technology Journal for Community Engagement and Services 2, no. 1 (June 28, 2019): 8–14. http://dx.doi.org/10.25042/jurnal_tepat.v2i1.52.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.
Full textOhk, Seung-Ryeol, YongSin Kim, and Young-Jin Kim. "Phase-Based Low Power Management Combining CPU and GPU for Android Smartphones." Electronics 11, no. 16 (August 9, 2022): 2480. http://dx.doi.org/10.3390/electronics11162480.
Full textGonzalez-Argote, Denis. "Immersive environments, Metaverse and the key challenges in programming." Metaverse Basic and Applied Research 1 (December 25, 2022): 6. http://dx.doi.org/10.56294/mr20226.
Full textOpaliev, M. "Multimedia Design Department of KSADA on the Modern Stage: Challenges of Time and Actual Directions of Work." Vìsnik Harkìvsʹkoi deržavnoi akademìi dizajnu ì mistectv 2021, no. 02 (October 2021): 199–217. http://dx.doi.org/10.33625/visnik2021.02.199.
Full textAdão, Telmo, Luís Pádua, Pedro Marques, Joaquim João Sousa, Emanuel Peres, and Luís Magalhães. "Procedural Modeling of Buildings Composed of Arbitrarily-Shaped Floor-Plans: Background, Progress, Contributions and Challenges of a Methodology Oriented to Cultural Heritage." Computers 8, no. 2 (May 11, 2019): 38. http://dx.doi.org/10.3390/computers8020038.
Full textDissertations / Theses on the topic "4607 Graphics, augmented reality and games"
Tokunaga, Daniel Makoto. "Técnicas de reconstrução e renderização de vídeo-avatares para educação e jogos eletrônicos." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-20082010-161313/.
Full textProviding good immersion experiences for users interacting with virtual contents or an environment is one of the main challenges for developers and researchers in interactive technologies, mainly virtual and augmented reality. Especially in areas of education and entertainment, in which the engagement of the user and the significance of content are of crucial importance for the success of the application, the search for experiences that approximate to one of a total immersion of the participant is common practice. When interaction at distance is necessary, one way to provide better immersion experiences is the use of a solution called Immersive Telecommunication System. This kind of system can provide the sharing of the virtual environment among participants, information exchange among them, and also their interaction with the virtual environment. One of the most important component of these systems is the video-avatar, the representation of the participant in the virtual environment based on a video of the participant captured in real-time. This work presents new approaches of geometric reconstruction and rendering for the creation of a video-avatar. First, a theoretical model to modularize the existing reconstruction and rendering approaches was proposed. Based on this model, a new approach of geometric reconstruction and rendering, called Video-based Microfacet Billboarding, was conceived. This approach uses a technique of real-time reconstruction and rendering that enables the representation of the object details and improves the integration of the avatar in the virtual environment. In this work, it is also proposed the concept of non-photorealistic video-avatar, that aims to apply a non-photorealistic style over all the scene to improve the avatar integration with the environment, and with this, to enhance the user\'s immersion. The results obtained by the implementation of a video-avatar with these approaches, as well as preliminary users tests, gives us strong evidences that we could create a user representation that attends all the requisites of the iLive system, an immersive telecommunication system for education and gaming purposes, in development by the Interactive Technologies Laboratory (Interlab) of Escola Politécnica da Universidade de São Paulo.
Le, Noury Peter. "It’s out of this world: exploring the use of virtual reality technology for enhancing perceptual-cognitive skill in tennis." Thesis, 2021. https://vuir.vu.edu.au/42798/.
Full textBooks on the topic "4607 Graphics, augmented reality and games"
Chang, Maiga. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications: 6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 2011. Proceedings. Berlin, Heidelberg: Springer-Verlag GmbH Berlin Heidelberg, 2011.
Find full textChang, Maiga, Wu-Yuin Hwang, and Ming-Puu Chen. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Springer, 2011.
Find full textUnity 2020 by Example: A Project-Based Guide to Building 2D, 3D, Augmented Reality, and Virtual Reality Games from Scratch, 3rd Edition. Packt Publishing, Limited, 2020.
Find full textBook chapters on the topic "4607 Graphics, augmented reality and games"
Peed, Emily, and Newton Lee. "History of Augmented Reality." In Encyclopedia of Computer Graphics and Games, 1–4. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_282-1.
Full textParavati, Gianluca. "Augmented Reality for Maintenance." In Encyclopedia of Computer Graphics and Games, 1–7. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_91-1.
Full textNakamura, Ricardo, Fátima L. S. Nunes, and Romero Tori. "Enhanced Visualization by Augmented Reality." In Encyclopedia of Computer Graphics and Games, 1–5. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-08234-9_83-1.
Full textRao, Madhusudan, and Manoj Dawarwadikar. "Immersive Visualizations Using Augmented Reality and Virtual Reality." In Encyclopedia of Computer Graphics and Games, 1–8. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-08234-9_395-1.
Full textTuker, Cetin. "Training Spatial Skills with Virtual Reality and Augmented Reality." In Encyclopedia of Computer Graphics and Games, 1–9. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_173-1.
Full textLee, Jong Weon, and Han Kyu Yoo. "Interaction with Mobile Augmented Reality Environments." In Encyclopedia of Computer Graphics and Games, 1–7. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-08234-9_40-1.
Full textCutolo, Fabrizio. "Augmented Reality in Image-Guided Surgery." In Encyclopedia of Computer Graphics and Games, 1–11. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_78-1.
Full textCutolo, Fabrizio. "Augmented Reality in Image-Guided Surgery." In Encyclopedia of Computer Graphics and Games, 1–11. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_78-2.
Full textZhang, YanXiang, and QingQing Zhao. "Interactive Augmented Reality to Support Education." In Encyclopedia of Computer Graphics and Games, 1–8. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_82-1.
Full textMahmood, Adnan, Bernard Butler, and Brendan Jennings. "Potential of Augmented Reality for Intelligent Transportation Systems." In Encyclopedia of Computer Graphics and Games, 1–7. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_274-1.
Full textConference papers on the topic "4607 Graphics, augmented reality and games"
Wu, Li-Chen, I.-Chen Lin, and Ming-Han Tsai. "Augmented reality instruction for object assembly based on markerless tracking." In I3D '16: Symposium on Interactive 3D Graphics and Games. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2856400.2856416.
Full textLeiva, Luis A., Antonio Sanz, and José M. Buenaposada. "Planar tracking using the GPU for augmented reality and games." In SIGGRAPH07: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2007. http://dx.doi.org/10.1145/1280720.1280843.
Full textLincoln, Peter, Alex Blate, Montek Singh, Andrei State, Mary C. Whitton, Turner Whitted, and Henry Fuchs. "Scene-adaptive high dynamic range display for low latency augmented reality." In I3D '17: Symposium on Interactive 3D Graphics and Games. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3023368.3023379.
Full textBlanco, Silvia, Berta Carrión, and José Luis Lerma. "REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3561.
Full textSantos, Liliana, Nuno Silva, Rui Nóbrega, Rubim Almeida, and António Coelho. "An Interactive Application Framework for Natural Parks using Serious Location-based Games with Augmented Reality." In 15th International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2020. http://dx.doi.org/10.5220/0008947602470254.
Full textSemenov, Vitaly, Vasily Shutkin, and Vladislav Zolotov. "Conservative Out-of-Core Rendering of Large Dynamic Scenes Using HDLODs." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-105-115.
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