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Knowledge-Based Explorable Extended Reality Environments

Knowledge-Based Explorable Extended Reality Environments PDF Author: Jakub Flotyński
Publisher: Springer Nature
ISBN: 3030599655
Category : Computers
Languages : en
Pages : 268

Book Description
This book presents explorable XR environments—their rationale, concept, architectures as well as methods and tools for spatial-temporal composition based on domain knowledge, including geometrical, presentational, structural and behavioral elements. Explorable XR environments enable monitoring, analyzing, comprehending, examining and controlling users’ and objects’ behavior and features as well as users’ skills, experience, interests and preferences. The E-XR approach proposed in this book relies on two main pillars. The first is knowledge representation technologies, such as logic programming, description logics and the semantic web, which permit automated reasoning and queries. The second is imperative programming languages, which are a prevalent solution for building XR environments. Potential applications of E-XR are in a variety of domains, e.g., education, training, medicine, design, tourism, marketing, merchandising, engineering and entertainment. The book’s readers will understand the emerging domain of explorable XR environments with their possible applications. Special attention is given to an in-depth discussion of the field with taxonomy and classification of the available related solutions. Examples and design patterns of knowledge-based composition and exploration of XR behavior are provided, and an extensive evaluation and analysis of the proposed approach is included. This book helps researchers in XR systems, 3D modeling tools and game engines as well as lecturers and students who search for clearly presented information supported by use cases. For XR and game programmers as well as graphic designers, the book is a valuable source of information and examples in XR development. Professional software and web developers may find the book interesting as the proposed ideas are illustrated by rich examples demonstrating design patterns and guidelines in object-oriented, procedural and declarative programming.

Knowledge-Based Explorable Extended Reality Environments

Knowledge-Based Explorable Extended Reality Environments PDF Author: Jakub Flotyński
Publisher: Springer Nature
ISBN: 3030599655
Category : Computers
Languages : en
Pages : 268

Book Description
This book presents explorable XR environments—their rationale, concept, architectures as well as methods and tools for spatial-temporal composition based on domain knowledge, including geometrical, presentational, structural and behavioral elements. Explorable XR environments enable monitoring, analyzing, comprehending, examining and controlling users’ and objects’ behavior and features as well as users’ skills, experience, interests and preferences. The E-XR approach proposed in this book relies on two main pillars. The first is knowledge representation technologies, such as logic programming, description logics and the semantic web, which permit automated reasoning and queries. The second is imperative programming languages, which are a prevalent solution for building XR environments. Potential applications of E-XR are in a variety of domains, e.g., education, training, medicine, design, tourism, marketing, merchandising, engineering and entertainment. The book’s readers will understand the emerging domain of explorable XR environments with their possible applications. Special attention is given to an in-depth discussion of the field with taxonomy and classification of the available related solutions. Examples and design patterns of knowledge-based composition and exploration of XR behavior are provided, and an extensive evaluation and analysis of the proposed approach is included. This book helps researchers in XR systems, 3D modeling tools and game engines as well as lecturers and students who search for clearly presented information supported by use cases. For XR and game programmers as well as graphic designers, the book is a valuable source of information and examples in XR development. Professional software and web developers may find the book interesting as the proposed ideas are illustrated by rich examples demonstrating design patterns and guidelines in object-oriented, procedural and declarative programming.

Human Factors in Augmented Reality Environments

Human Factors in Augmented Reality Environments PDF Author: Weidong Huang
Publisher: Springer Science & Business Media
ISBN: 1461442052
Category : Computers
Languages : en
Pages : 275

Book Description
Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a “good” system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. Human Factors in Augmented Reality Environments is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.

Intelligent Human Systems Integration 2023

Intelligent Human Systems Integration 2023 PDF Author: Tareq Ahram, Waldemar Karwowski, Pepetto Di Bucchianico, Redha Taiar, Luca Casarotto and Pietro Costa
Publisher: AHFE Conference
ISBN: 1958651451
Category : Education
Languages : en
Pages : 976

Book Description
Proceedings of the 6th International Conference on Intelligent Human Systems Integration (IHSI 2023): Integrating People and Intelligent Systems, February 22–24, 2023, Venice, Italy

Instructional Guidance

Instructional Guidance PDF Author: Slava Kalyuga
Publisher: IAP
ISBN: 1681231360
Category : Education
Languages : en
Pages : 271

Book Description
The book explores a cognitive load perspective on instructional guidance. Cognitive load theory is focused on instructional design implications and prescriptions that flow from human cognitive architecture, and it has become one of the leading theories of instructional design. According to this theoretical perspective, the purpose of instructional guidance is to reduce learner potential cognitive overload by providing appropriate information in the right time and in a suitable format. As the learner’s level of prior knowledge is considered as the main factor influencing this decision, the effect of learner prior knowledge on effectiveness of instructional methods (the expertise reversal effect in cognitive load theory) provides the basic framework for the book. The fully-guided direct instruction and minimally-guided inquiry (discovery or exploratory) learning are often discussed in instructional psychology literature as examples of approaches with opposed degrees of guidance provided to the learners. This book considers the whole range of the levels of guidance (including intermediate levels) and approaches the problem of balancing learner guidance from a cognitive load perspective. The significance of this approach is in applying our current knowledge of human cognitive architecture to develop an integrated instructional approach bringing together the best features and advantages of direct instruction and inquiry learning. Both direct instruction and inquiry learning approaches have been around for long time, and their proponents can produce evidence of their effectiveness. This evidence needs to be treated within the context of appropriate learning goals in specific instructional settings for specific types of learners. This book provides an unbiased theoretical framework for managing learner instructional guidance and working principles for selecting appropriate levels and methods of instructional guidance (e.g., sequences of exploratory problems and explicit instruction; forms and levels of embedded guidance; and adapting methodologies) optimal for learners at different levels of prior knowledge.

Extended Reality

Extended Reality PDF Author: Lucio Tommaso De Paolis
Publisher: Springer Nature
ISBN: 3031434013
Category : Computers
Languages : en
Pages : 555

Book Description
This two-volume set LNCS 14218 and LNCS 14219 constitutes the refereed proceedings of the International Conference on Extended Reality, XR Salento 2023, held in Lecce, Italy, during September 6-9, 2023. The 60 full papers presented together with 11 short papers were carefully reviewed and selected from 97 submissions. They cover a wide range of many different research topics such as: eXtended reality; digital twin; artificial intelligence; user experience in eXtended reality; virtual reality for neurofeedback, biofeedback and emotion recognition; eXtended reality in education; eXtended reality and metaverse in cultural heritage; eXtended reality in health and medicine; and eXtended reality in industrial field.

Innovative Learning Environments in STEM Higher Education

Innovative Learning Environments in STEM Higher Education PDF Author: Jungwoo Ryoo
Publisher: Springer Nature
ISBN: 303058948X
Category : Social Science
Languages : en
Pages : 148

Book Description
As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education.

Virtual, Augmented, and Mixed Realities in Education

Virtual, Augmented, and Mixed Realities in Education PDF Author: Dejian Liu
Publisher: Springer
ISBN: 9811054908
Category : Education
Languages : en
Pages : 247

Book Description
This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.

Virtual Reality

Virtual Reality PDF Author: Samuel Greengard
Publisher: MIT Press
ISBN: 0262537524
Category : Computers
Languages : en
Pages : 266

Book Description
A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality—and how they could affect every part of our lives. After years of hype, extended reality—augmented reality (AR), virtual reality (VR), and mixed reality (MR)—has entered the mainstream. Commercially available, relatively inexpensive VR headsets transport wearers to other realities—fantasy worlds, faraway countries, sporting events—in ways that even the most ultra-high-definition screen cannot. AR glasses receive data in visual and auditory forms that are more useful than any laptop or smartphone can deliver. Immersive MR environments blend physical and virtual reality to create a new reality. In this volume in the MIT Press Essential Knowledge series, technology writer Samuel Greengard offers an accessible overview of developments in extended reality, explaining the technology, considering the social and psychological ramifications, and discussing possible future directions. Greengard describes the history and technological development of augmented and virtual realities, including the latest research in the field, and surveys the various shapes and forms of VR, AR, and MR, including head-mounted displays, mobile systems, and goggles. He examines the way these technologies are shaping and reshaping some professions and industries, and explores how extended reality affects psychology, morality, law, and social constructs. It's not a question of whether extended reality will become a standard part of our world, he argues, but how, when, and where these technologies will take hold. Will extended reality help create a better world? Will it benefit society as a whole? Or will it merely provide financial windfalls for a select few? Greengard's account equips us to ask the right questions about a transformative technology.

Designing Immersive 3D Experiences

Designing Immersive 3D Experiences PDF Author: Renee Stevens
Publisher: New Riders Publishing
ISBN: 9780137282838
Category :
Languages : en
Pages : 400

Book Description
Designing Immersive 3D Experiences can help any visual designer move into the fast-growing fields of 3D and extended reality (XR) design. Leading designer Ren e Stevens ( Powered by Design) introduces a proven approach and an effective design thinking process you can use to create outstanding, immersive user experiences. Stevens guides you through creating your first XR project - and improving every project after that. Drawing on her experience building a major university's first course in Augmented Reality, she prepares visual designers to succeed with 3D and XR design in environments from mobile and web to wearables. Stevens begins by exploring what XR and 3D immersive design are, how they're evolving, and how you may already be using them. Next, she explores core concepts and technologies, from computer-human interaction to projection mapping and head-mounted displays. Then, you'll walk through projects from start to finish, learning how to: Perform upfront ideation for new XR/3D projects: set "why" goals, balance innovation with practicality, and keep it all human Build seamless and approachable user experiences and interfaces Prototype XR experiences Account for perception and other human factors Augment typography, color, audio, and voice Take your next steps with XR design, and more

Augmented Reality in Tourism, Museums and Heritage

Augmented Reality in Tourism, Museums and Heritage PDF Author: Vladimir Geroimenko
Publisher: Springer Nature
ISBN: 3030701980
Category : Computers
Languages : en
Pages : 327

Book Description
This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.