Guven Catak – författare
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6 produkter
6 produkter
Inbunden, Engelska, 2025
1 667 kr
Skickas inom 10-15 vardagar
Technologies, applications and practices for virtual environments create interactive and immersive experiences and blend the transitions and permeabilities between the virtual and physical world. In a world rapidly embracing technological innovation, the book serves as an illuminating guide to the dynamic and multifaceted landscapes of Extended Reality (XR). It explores a wide array of topics at the intersection of virtual and physical realms, offering readers an in-depth understanding of the transformative potential of XR, from education and training to entertainment and beyond. The book explores the intricacies of augmented reality (AR), virtual reality (VR), mixed reality (MR), assisted reality (AsR), and the ever-expanding metaverse through real-world applications. The aim of the book is to discuss issues, applications, and practices of computer sciences, design, education, tourism, neuroscience, cultural heritage, and game studies in the scope of virtual environment, interactive experiences and extended realities through presenting case studies from disciplinary and interdisciplinary fields. Each study focuses on users' perceptions and attitudes regarding their interactions with XR applications and introduces methods and key issues with an anchor to the primary discipline of the study. This helps to increase collaboration, convergence, and communication between different fields. Whether you are a seasoned professional, a curious enthusiast, or an academic seeking insights into the future of human-computer interaction, "Extended Realities, Virtual Environment, and Interactive Experiences" is your guide to the captivating realm where digital and physical realities converge.
E-bok
PDF, Engelska, 2025936 kr
Läs direkt efter köp
Technologies, applications and practices for virtual environments create interactive and immersive experiences and blend the transitions and permeabilities between the virtual and physical world. In a world rapidly embracing technological innovation, the book serves as an illuminating guide to the dynamic and multifaceted landscapes of Extended Reality (XR). It explores a wide array of topics at the intersection of virtual and physical realms, offering readers an in-depth understanding of the transformative potential of XR, from education and training to entertainment and beyond. The book explores the intricacies of augmented reality (AR), virtual reality (VR), mixed reality (MR), assisted reality (AsR), and the ever-expanding metaverse through real-world applications. The aim of the book is to discuss issues, applications, and practices of computer sciences, design, education, tourism, neuroscience, cultural heritage, and game studies in the scope of virtual environment, interactive experiences and extended realities through presenting case studies from disciplinary and interdisciplinary fields. Each study focuses on users' perceptions and attitudes regarding their interactions with XR applications and introduces methods and key issues with an anchor to the primary discipline of the study. This helps to increase collaboration, convergence, and communication between different fields. Whether you are a seasoned professional, a curious enthusiast, or an academic seeking insights into the future of human-computer interaction, "e;Extended Realities, Virtual Environment, and Interactive Experiences"e; is your guide to the captivating realm where digital and physical realities converge.
E-bok
Engelska, 2025936 kr
Läs direkt efter köp
Technologies, applications and practices for virtual environments create interactive and immersive experiences and blend the transitions and permeabilities between the virtual and physical world. In a world rapidly embracing technological innovation, the book serves as an illuminating guide to the dynamic and multifaceted landscapes of Extended Reality (XR). It explores a wide array of topics at the intersection of virtual and physical realms, offering readers an in-depth understanding of the transformative potential of XR, from education and training to entertainment and beyond. The book explores the intricacies of augmented reality (AR), virtual reality (VR), mixed reality (MR), assisted reality (AsR), and the ever-expanding metaverse through real-world applications. The aim of the book is to discuss issues, applications, and practices of computer sciences, design, education, tourism, neuroscience, cultural heritage, and game studies in the scope of virtual environment, interactive experiences and extended realities through presenting case studies from disciplinary and interdisciplinary fields. Each study focuses on users' perceptions and attitudes regarding their interactions with XR applications and introduces methods and key issues with an anchor to the primary discipline of the study. This helps to increase collaboration, convergence, and communication between different fields. Whether you are a seasoned professional, a curious enthusiast, or an academic seeking insights into the future of human-computer interaction, "e;Extended Realities, Virtual Environment, and Interactive Experiences"e; is your guide to the captivating realm where digital and physical realities converge.
Del 8230 - Lecture Notes in Computer Science
Interactive Storytelling
6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6-9, 2013, Proceedings
Häftad, Engelska, 2013
549 kr
Skickas inom 10-15 vardagar
This book constitutes the refereed proceedings of the 6th International Conference on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013. The 14 revised full papers presented together with 10 short papers were carefully reviewed and selected from 51 submissions. The papers are organized in topical sections on theory and aesthetics; authoring tools and applications; evaluation and user experience reports; virtual characters and agents; new storytelling modes; workshops.
E-bok
PDF, Engelska, 2013708 kr
Läs direkt efter köp
This book constitutes the refereed proceedings of the 6th International Conference on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013. The 14 revised full papers presented together with 10 short papers were carefully reviewed and selected from 51 submissions. The papers are organized in topical sections on theory and aesthetics; authoring tools and applications; evaluation and user experience reports; virtual characters and agents; new storytelling modes; workshops.
Häftad, Engelska, 2019
653 kr
Skickas inom 5-8 vardagar
This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.