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Статті в журналах з теми "4607 Graphics, augmented reality and games"

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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.

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The next generation of Augmented Reality (AR) games will require real and virtual objects to coexistin motionin immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. TheMotion in Augmented Reality Games(MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR games that have been developed using it. Evaluations of these games have been performed and are presented to show that the MARG engine takes an important step in developing the next generation of motion-rich AR games.
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Marto, 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.

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The sense of presence in augmented reality (AR) has been studied by multiple researchers through diverse applications and strategies. In addition to the valuable information provided to the scientific community, new questions keep being raised. These approaches vary from following the standards from virtual reality to ascertaining the presence of users’ experiences and new proposals for evaluating presence that specifically target AR environments. It is undeniable that the idea of evaluating presence across AR may be overwhelming due to the different scenarios that may be possible, whether this regards technological devices—from immersive AR headsets to the small screens of smartphones—or the amount of virtual information that is being added to the real scenario. Taking into account the recent literature that has addressed the sense of presence in AR as a true challenge given the diversity of ways that AR can be experienced, this study proposes a specific scope to address presence and other related forms of dimensions such as immersion, engagement, embodiment, or telepresence, when AR is used in games. This systematic review was conducted following the PRISMA methodology, carefully analysing all studies that reported visual games that include AR activities and somehow included presence data—or related dimensions that may be referred to as immersion-related feelings, analysis or results. This study clarifies what dimensions of presence are being considered and evaluated in AR games, how presence-related variables have been evaluated, and what the major research findings are. For a better understanding of these approaches, this study takes note of what devices are being used for the AR experience when immersion-related feelings are one of the behaviours that are considered in their evaluations, and discusses to what extent these feelings in AR games affect the player’s other behaviours.
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Kawai, 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.

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Purpose Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve visual reality (AR materials) in our GBED system. Design/methodology/approach The author's approach is to develop a new GBED system that superimposes digital objects [e.g. three-dimensional computer graphics (3DCG) elements] onto real-time vision using a marker-based AR library, a binocular opaque head-mounted display (HMD) and other current easily available technologies. Findings The findings from a trial experiment are that the new GBED system can improve visual reality and is appropriate for disaster education. However, a few problems remain for practical use. Research limitations/implications When using the GBED system, participants (i.e. HMD wearers) can suffer from 3D sickness and have difficulty in moving. These are important safety problems in HMD-based systems. Social implications The combination of AR and HMDs for GBEDs (i.e. integrating virtual and real worlds) will raise questions about its merits (pros and cons). Originality/value The originality of the research is the combination of AR and an HMD to a GBED, which has previously been realized primarily as simulation games in virtual worlds. The authors believe that our research has the potential to expand disaster education.
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Wu, 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.

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3D registration plays a pivotal role in augmented reality (AR) system. The existing methods are not suitable to be applied directly in the mobile AR system for the built environment, with the reasons of poor real-time performance and robustness. This paper proposes an improved 3D registration method of mobile AR for built environment, which is based on SURFREAK and KLT. This method increases the building efficiency of algorithm descriptors and maintains the robustness of the algorithms. To implement and evaluate the registration method, a smart phone-based mobile AR system for built environment is developed. The experimental result shows that the improved method is endowed with higher real-time performance and robustness, and the mobile AR 3D registration can realize a favorable performance and efficiency in the complex built environment. The mobile AR system could be used in building recognition and information augmentation for built environment and further to facilitate location-based games, urban heritage tourism, urban planning, and smart city.
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Bustamin, 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.

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Анотація:
The application of digital technology can provide solutions to community problems, especially in the education sector. But there are still many teachers whose teaching abilities have not been supported by these digital technologies. SDN 14 Bonto-Bonto located in Pangkep Regency is the place for the digital learning training process as well as a form of community service carried out by the team of the Informatics Engineering Department of the Faculty of Engineering, Hasanuddin University. This activity is also a venue for socialization and introduction of research results from lecturers and students. Digital learning models can be divided into 2 namely electronic based learning and internet based. Some digital learning methods taught include Augmented Reality, Mind Mapping, and Educational Games. Augmented Reality is a technology that involves overlaying computer graphics in the real world, where three-dimensional virtual worlds can be brought into real-world environments in real-time. Learning to use AR makes students' visual appeal in learning as well as educational games. Mind Mapping is a learning method in the form of visualizing ideas, thoughts or plans to form interconnected diagrams. With this method, students are trained to think structured and easy to solve problems. Mind mapping application itself has been widely available and can be downloaded for free. The training in developing digital learning media that is held is expected to help teachers and students understand the concepts while at the same time foster motivation in learning. This service activity also adds insight to teachers about new learning methods that can make the learning process more enjoyable.
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Pallavicini, 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.

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Background Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. Objective The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). Methods A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [(“video game*”) OR (“computer game*”)] AND [(“stress”) OR (“anxiety”) OR (“relaxation”)] AND [(“study”) OR (“trial”) OR (“training”)]. Results A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. Conclusions Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. Trial Registration International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081
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Ohk, 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.

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Smartphones have limited battery capacity, so efficient power management is required for high-performance applications and to increase usage time. In recent years, efficient power management of smartphones has become very important as the demand for power use of smartphones has grown due to deep learning, games, virtual reality, and augmented reality applications. Existing low-power techniques of smartphones focus only on lowering power consumption without considering actual power consumption based on utilization of the central processing unit (CPU) and graphics processing unit (GPU), which are major components of smartphones. In addition, they do not take into consideration the strict use of resources within the component and what instructions are being processed to operate them. In this paper, we propose a low-power technique that manages power by calculating the actual power consumption of smartphones at execution time and classifying the detailed resource operating states of CPUs and GPUs. The proposed technique was implemented by linking the kernel and native app on a Galaxy S7 smartphone equipped with Android. In experiments with 15 workloads, the proposed technique achieves an energy reduction of 18.11% compared to the low-power technique of the interactive governor built into the Galaxy S7 with a small FPS reduction of 3.12%.
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Gonzalez-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.

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Metaverse is a virtual reality (VR) environment with avatars and software agents using the internet and augmented reality (AR). This one is described as a new iteration of the internet, Metaverse uses VR headsets, blockchain technology and avatars in a new fusion of real and virtual worlds. The role of the programmer in the metaverse is to create and maintain programs that control the behavior of virtual objects and entities within the virtual space. This can include characters controlled by the computer, animations, special effects, and other visual and interactive elements. Programmers in the metaverse may work on a variety of different projects, such as developing new virtual worlds, creating games or other interactive experiences, or building tools and applications for use within the metaverse. They may also be responsible for maintaining and updating existing programs, fixing bugs, and optimizing performance. The main challenge facing programmers in the metaverse is creating a seamless and immersive experience for users. This involves designing and implementing a wide range of features, such as realistic and interactive 3D environments, avatars, physics and interactions, network communication and synchronization, and AI-powered non-player characters. The development of the metaverse requires a wide range of skills and technologies, including expertise in computer graphics, networking, AI, and user experience design.
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Opaliev, 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.

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The publication substantiates the need to find and master the latest trends and technologies in multimedia, dictated by the modern labor market. The author outlines the history of development of the Multimedia design department, provides the information on the basic scientific achievements and participation in development of scientific state budgetary subjects, and notes the international activity of the department. The focus of the research is aimed at highlighting creative experiments and projects that have been and are crucial in the modern search for a place of specialization in the field of multimedia. At the moment, the fundamental area of our creative search is animation in all its varieties and forms. An indicative result of this work is the successful participation of MD students in numerous national and international animation competitions. In general, the course for the training of professional animators is of great importance for the formation of this art form in Ukraine. The natural interest of young people in music finds its professional solution in the creation of numerous videos that visualize musical works. We have started systematic work in the direction of fractal animation in order to “revive” fractal worlds. The MD department conducts theoretical research in motion design, creates various developments of animated typography, infographic videos, etc. The design of computer games in all their varieties is also widely presented. In recent years, the department has begun practical work in the field of projection technology, and has already achieved the first successes in international competitions of architectural 3D mapping. Software is the practical development and research of augmented reality in image recognition technologies for both flat objects (painting, graphics, illustration) and in the urban environment. In the last two years, we have successfully started developing of virtual reality projects.
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Adão, 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.

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Virtual models’ production is of high pertinence in research and business fields such as architecture, archeology, or video games, whose requirements might range between expeditious virtual building generation for extensively populating computer-based synthesized environments and hypothesis testing through digital reconstructions. There are some known approaches to achieve the production/reconstruction of virtual models, namely digital settlements and buildings. Manual modeling requires highly-skilled manpower and a considerable amount of time to achieve the desired digital contents, in a process composed by many stages that are typically repeated over time. Both image-based and range scanning approaches are more suitable for digital preservation of well-conserved structures. However, they usually require trained human resources to prepare field operations and manipulate expensive equipment (e.g., 3D scanners) and advanced software tools (e.g., photogrammetric applications). To tackle the issues presented by previous approaches, a class of cost-effective, efficient, and scarce-data-tolerant techniques/methods, known as procedural modeling, has been developed aiming at the semi- or fully-automatic production of virtual environments composed of hollow buildings exclusively represented by outer façades or traversable buildings with interiors, either for expeditious generation or reconstruction. Despite the many achievements of the existing procedural modeling approaches, the production of virtual buildings with both interiors and exteriors composed by non-rectangular shapes (convex or concave n-gons) at the floor-plan level is still seldomly addressed. Therefore, a methodology (and respective system) capable of semi-automatically producing ontology-based traversable buildings composed of arbitrarily-shaped floor-plans has been proposed and continuously developed, and is under analysis in this paper, along with its contributions towards the accomplishment of other virtual reality (VR) and augmented reality (AR) projects/works oriented to digital applications for cultural heritage. Recent roof production-related enhancements resorting to the well-established straight skeleton approach are also addressed, as well as forthcoming challenges. The aim is to consolidate this procedural modeling methodology as a valuable computer graphics work and discuss its future directions.
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Дисертації з теми "4607 Graphics, augmented reality and games"

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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/.

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Propiciar uma boa experiência de imersão ao usuário, quando este interage com conteúdos ou ambientes virtuais, é um dos principais desafios dos desenvolvedores e pesquisadores de tecnologias interativas, com destaque para realidade virtual e aumentada. Em especial nas áreas de educação e entretenimento, nas quais o engajamento do usuário e a significância dos conteúdos são cruciais para o sucesso da aplicação, é comum a busca por uma experiência que se aproxime de uma imersão total do participante. Quando as atividades envolvem interações a distância, um possível meio de se obter maior imersão são os chamados sistemas de telecomunicação imersiva. Tais sistemas oferecem compartilhamento de um ambiente virtual e troca de informações entre participantes remotos, além da interação desses com o ambiente. Um componente importante desses sistemas é o vídeo-avatar, uma representação visual do participante dentro do ambiente, baseado em sua captura de vídeo em tempo-real. Este trabalho apresenta novas propostas de reconstrução geométrica e renderização para a geração e apresentação de um vídeo-avatar. Inicialmente, um modelo teórico para se modularizar as técnicas de reconstrução e renderização existentes foi proposto. Por meio desse modelo foi criada uma nova técnica de reconstrução geométrica e renderização, denominada Video-based Microfacet Billboarding. Essa técnica emprega uma reconstrução e renderização em tempo-real que possibilita a representação de detalhes e melhora a percepção de integração com o ambiente. É também proposta neste trabalho o conceito de non-photorealistic video-avatar, que visa aplicar um estilo não fotorrealístico único sobre toda a cena, afim de melhorar a integração do avatar com o ambiente e, por sua vez, aumentar a imersão do usuário. Os resultados obtidos através da implementação do vídeo-avatar com essas técnicas e testes preliminares com usuários dão fortes indícios de que é possível a geração de uma representação visual que possua todos os requisitos do sistema iLive, sistema de telecomunicação imersiva voltado a educação e jogos eletrônicos em desenvolvimento pelo Laboratório de Tecnologias Interativas (Interlab) da Escola Politécnica da Universidade de São Paulo.
Providing 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.
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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/.

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The aim of this thesis was to increase our understanding of how virtual reality (VR) can be applied to assess and train pattern recognition and decision-making skill in sport, specifically the sport of tennis. There has been a growing interest in using VR for training perceptual- cognitive skill in sport; however, for VR training to effectively simulate real-world performance, it must recreate the contextual information and movement behaviours present in the real-world environment. Although it is well established that skilled performers can effectively use prior sources of contextual information to enhance anticipation performance compared to lesser skilled performers, little is known about the relative difficulty of identifying different types of contextual information and the requisite regularity of patterns to influence anticipation. Moreover, there is a lack of research assessing the effect of using more representative experimental tasks on anticipation and decision-making behaviour. Therefore, study one of this thesis assessed the representativeness of VR for simulation of tennis performance. Participants included 28 skilled tennis players aged between 12 to 17 years (M = 14.4, SD = 1.6). Participants sense of presence was assessed VR, and participants movement behaviours were compared when playing tennis in VR and real-world environments. The results showed that when performing groundstrokes, participants frequently used the same stance in VR as they did in the real-world condition and experienced a high sense of presence. Study two of this thesis used VR to assess the ability of 28 skilled tennis players aged between 13 and 18 years (M = 15.7, SD = 1.4) to identify two specific serving patterns being used by opponents. These serving patterns related to the opponent’s action tendencies, with a wide serve pattern connected to the side of the court the point started from (advantage side), and a tee serve pattern connected to the point score in the game (0-0). Participants were assessed on their ability to identify serving patterns by controlling how frequently patterns occurred during matches. Results revealed that patterns need to occur at high frequencies (100% of the time) during matches for skilled juniors to utilise this information to inform their anticipation responses. Study three of this thesis used VR to train 5 skilled tennis players aged between 14 and 18 years (M = 16, SD = 1.67) to utilise patterns of play when they occur at lower frequencies (80% of the time). Additionally, the influence of explicit instructions and no-instruction on learning and performance under pressure was assessed. It was found that exposure to patterns coupled with explicit instructions resulted in faster changes to response time and response accuracy performance, compared to no-instruction learning. Furthermore, instructions during training did not affect performance under pressure conditions. Overall, this thesis extends the perceptual-cognitive skill literature through its use of VR technology and methods of assessing task representativeness. Moreover, this thesis helps guide the design of future perceptual-cognitive skill research through the manipulation of contextual information in the VR environment and use of more implicit and explicit instructional methods to train decision-making performance.
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Книги з теми "4607 Graphics, augmented reality and games"

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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.

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Chang, Maiga, Wu-Yuin Hwang, and Ming-Puu Chen. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Springer, 2011.

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Unity 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.

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Частини книг з теми "4607 Graphics, augmented reality and games"

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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.

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Paravati, 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.

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Nakamura, 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.

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Rao, 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.

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Tuker, 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.

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Lee, 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.

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Cutolo, 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.

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Cutolo, 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.

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Zhang, 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.

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Mahmood, 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.

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Тези доповідей конференцій з теми "4607 Graphics, augmented reality and games"

1

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.

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2

Leiva, 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.

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3

Lincoln, 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.

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4

Blanco, 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.

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Анотація:
The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared. Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable objects from the past or even user free movement in missing places are just some examples found in literature.This paper reviews the latest visualisation technologies and their applicability to the rock art field. The main purpose is to disseminate rock art paintings through AR and VR applications. After the image-based three-dimensional (3D) modelling is obtained, an interactive visit to a shelter for displaying rock art paintings is presented. This is one of examples developed in this paper that pretends to apply the revised AR and VR techniques. In addition, an example of AR is developed that can be easily adapted to further applications displaying rock art paintings.
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5

Santos, 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.

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6

Semenov, 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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Анотація:
Rendering of large scenes in external memory is one of the most important problems of computer graphics, which is used in such areas as CAD/CAM/CAE, geoinformatics, project management, scientific visualization, virtual and augmented reality, computer games and animation. Unlike static scenes, for which a number of effective approaches have been proposed, in particular, levels of detail (LOD), rendering of large dynamic scenes with a given level of the tolerance and trustworthiness remains a big challenge. This paper discusses and investigates the possibility of using the previously proposed method of hierarchical dynamic levels of detail (HDLOD) for conservative rendering of dynamic scenes with a deterministic nature of events in external memory. The carried out series of computational experiments prove the feasibility and effectiveness of the method for real industrial scenes when employed in combination with memory management techniques.
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