Books on the topic 'Augmented environment'

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1

Naval Air Warfare Center (U.S.). Annual Symposium. Situational awareness in the tactical air environment: Augmented proceedings of the Naval Air Warfare Center's First Annual Symposium. WPAFB, OH: CSERIAC Program Office, 1997.

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2

Linte, Cristian A., Elvis C. S. Chen, Marie-Odile Berger, John T. Moore, and David R. Holmes, eds. Augmented Environments for Computer-Assisted Interventions. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38085-3.

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3

Huang, Weidong, Leila Alem, and Mark A. Livingston, eds. Human Factors in Augmented Reality Environments. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-4205-9.

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4

Linte, Cristian A., Ziv Yaniv, Pascal Fallavollita, Purang Abolmaesumi, and David R. Holmes, eds. Augmented Environments for Computer-Assisted Interventions. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10437-9.

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5

Linte, Cristian A., John T. Moore, Elvis C. S. Chen, and David R. Holmes, eds. Augmented Environments for Computer-Assisted Interventions. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32630-1.

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6

Linte, Cristian A., Ziv Yaniv, and Pascal Fallavollita, eds. Augmented Environments for Computer-Assisted Interventions. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24601-7.

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7

Lahlou, Saadi, ed. Designing User Friendly Augmented Work Environments. London: Springer London, 2010. http://dx.doi.org/10.1007/978-1-84800-098-8.

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8

Huang, Weidong. Human Factors in Augmented Reality Environments. New York, NY: Springer New York, 2013.

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9

Shumaker, Randall, ed. Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8.

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10

Shumaker, Randall, and Stephanie Lackey, eds. Virtual, Augmented and Mixed Reality. Designing and Developing Virtual and Augmented Environments. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07458-0.

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11

Schmorrow, Dylan D., and Cali M. Fidopiastis, eds. Augmented Cognition. Enhancing Cognition and Behavior in Complex Human Environments. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58625-0.

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12

Liao, Hongen, Cristian A. Linte, Ken Masamune, Terry M. Peters, and Guoyan Zheng, eds. Augmented Reality Environments for Medical Imaging and Computer-Assisted Interventions. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40843-4.

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13

Ghadirian, Payam. GIS-based augmented reality: A realistic approach to environmental visualisation. Saarbrücken: Lambert Academic Publishing, 2009.

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14

Antona, Margherita, and Constantine Stephanidis, eds. Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92052-8.

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15

D'Agustino, Steven. Immersive environments, augmented realities, and virtual worlds: Assessing future trends in education. Hershey PA: Information Science Reference, 2013.

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16

Designing user friendly augmented work environments: From meeting rooms to digital collaborative spaces. London: Springer, 2009.

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17

Rastogi, Anu. Design of an interface for teleoperation in unstructured environments using augmented reality displays. Ottawa: National Library of Canada, 1996.

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18

IEEE International Augmented Reality Toolkit Workshop (2nd 2003 Tokyo, Japan). ART 2003: IEEE International Augmented Reality Toolkit Workshop : Japan, 2003. Piscataway, N.J: IEEE, 2003.

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19

Shumaker, Randall. Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments: 5th International Conference, VAMR 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part I. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013.

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20

Höhl, Wolfgang. Interactive environments with open-source software: 3D walkthroughs and augmented reality for architects with Blender 2.43, DART 3.0 and ARToolKit 2.72. Wien: Springer, 2009.

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21

Linte, Cristian A. Augmented Environments for Computer-Assisted Interventions: 7th International Workshop, AE-CAI 2012, Held in Conjunction with MICCAI 2012, Nice, France, October 5, 2013, Revised Selected Papers. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013.

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22

T, Moore John, Chen Elvis C. S, Holmes David R, and SpringerLink (Online service), eds. Augmented Environments for Computer-Assisted Interventions: 6th International Workshop, AE-CAI 2011, Held in Conjunction with MICCAI 2011, Toronto, ON, Canada, September 22, 2011, Revised Selected Papers. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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23

Waern, Annika, and Anders Sundnes Løvlie. Hybrid Museum Experiences. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2022. http://dx.doi.org/10.5117/9789463726443.

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"So you're the one getting this gift? Lucky you! Someone who knows you has visited the museum. They searched out things they thought you would care about, and they took photos and left messages for you." This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to augment, expand or alter the physical experience of visiting the museum. They are designed to be experienced in close relation to the physical space and exhibit. In this book we discuss three forms of hybridity in museum experiences: Incorporating the digital and the physical, creating social, yet personal and intimate experiences, and exploring ways to balance visitor participation and museum curation. This book reports on a 3-year cross-disciplinary research project in which artists, design researchers and museum professionals have collaborated to create technology-mediated experiences that merge with the museum environment.
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24

Visual Simulation of Night Vision Goggles In A Chromakeyed Augmented Virtual Environment. Storming Media, 2003.

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25

Modern Construction Handbook: Augmented Realtiy Enhanced Edition. de Gruyter GmbH, Walter, 2018.

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26

Watts, Andrew. Modern Construction Handbook: Augmented Realtiy Enhanced Edition. de Gruyter GmbH, Walter, 2018.

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27

Watts, Andrew. Modern Construction Handbook: Augmented Reality Enhanced Edition. de Gruyter GmbH, Walter, 2018.

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28

Watts, Andrew. Modern Construction Handbook: Augmented Realtiy Enhanced Edition. de Gruyter GmbH, Walter, 2018.

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29

National Aeronautics and Space Administration (NASA) Staff. Augmented Reality in a Simulated Tower Environment: Effect of Field of View on Aircraft Detection. Independently Published, 2018.

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30

Exploring a Chromakeyed Augmented Virtual Environment for Viability as an Embedded Training System for Military Helicopters. Storming Media, 2004.

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31

Daniela, Linda. New Perspectives on Virtual and Augmented Reality: Finding New Ways to Teach in a Transformed Learning Environment. Taylor & Francis Group, 2020.

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32

Daniela, Linda. New Perspectives on Virtual and Augmented Reality: Finding New Ways to Teach in a Transformed Learning Environment. Taylor & Francis Group, 2020.

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33

Daniela, Linda. New Perspectives on Virtual and Augmented Reality: Finding New Ways to Teach in a Transformed Learning Environment. Taylor & Francis Group, 2020.

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34

Daniela, Linda. New Perspectives on Virtual and Augmented Reality: Finding New Ways to Teach in a Transformed Learning Environment. Taylor & Francis Group, 2020.

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35

Chattopadhyay, Budhaditya. The Auditory Setting. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474474382.001.0001.

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The Auditory Setting introduces and investigates how narrative and a sense of place are constructed in film and media arts through the reproduction and mediation of site-specific environmental sounds, or ‘ambience’. Although this sonic backdrop acts as the acoustically mediated space where a story or event can take place, there has been little academic study of sound’s undervalued role in cinematic setting and its production. The aim of this book is to question classical assumptions about sound in film and media arts (e.g., image-based relationships) and shift the focus towards the site and its sonic environment, whose presence is often carefully constructed in a film or media artwork’s diegetic world as a vital narrative strategy. The emphasis on site in the book enables an informed investigation of an essentially anthropogenic process of the sonic environment’s mediation and (re)production. Sonic environments are inhabited, experienced, exploited and transformed every day, their corporeality augmented by human agency in mediated forms. The human agency of sonic environments is crucial to unwrap in order to understand cultural expectations from the audiovisual media; greater awareness is required of narration, depiction, communication and artistic production approaches and affordances harnessed through media technologies. Drawing on theories of narrative, diegesis, mimesis and presence, and following a varied number of relevant audio-visual works, this book is a ground-breaking exploration of human agency in mediating environmental sounds and the nature of the sonic experience in the Anthropocene.
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36

Human Factors In Augmented Reality Environments. Springer, 2012.

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37

Alem, Leila, Weidong Huang, and Mark A. Livingston. Human Factors in Augmented Reality Environments. Springer, 2014.

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38

Cooperstock, Jeremy R. Reactive environments and augmented media spaces. 1996.

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39

Ruiz, Gerardo Reyes. Augmented Reality for Enhanced Learning Environments. IGI Global, 2018.

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40

Springer and Saadi Lahlou. Designing User Friendly Augmented Work Environments. Springer London, Limited, 2012.

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41

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2020.

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42

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2020.

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43

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2020.

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44

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2020.

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45

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2021.

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46

Jappelli, Tullio, and Luigi Pistaferri. Conclusions. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780199383146.003.0015.

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The final chapter summarizes the material covered by the book, offering our perspectives on areas of consent, disagreement, and future research. The book analyzes how consumers respond to changes in their economic environment and react to risks they face during the life cycle. In addressing these issues, the basic life-cycle permanent-income model is augmented with other significant features of consumers’ preferences and environment: precautionary motives for saving, borrowing constraints, life span uncertainty, intergenerational transfers, non-separability between consumption and leisure, habits, and financial sophistication. By and large, one can reconcile some puzzling facts present in the empirical data by means of relatively modest modifications of the basic version of the model, such as provision for home production and non-separable preferences between consumption and leisure. However, in order to explain other “anomalies” and “puzzles” observed in individuals’ actual saving and financial behaviors, more important modifications to the standard framework are required.
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47

Kashimura, Kaori, Takafumi Kawasaki Jr., Nozomi Ikeya, and Dave Randall. A Fitting Solution. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198733249.003.0015.

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This chapter provides an ethnography of a complex scenario involving the construction of a power plant and, in so doing, tries to show the importance of a practice-based approach to the problem of technical and organizational change. The chapter reports on fieldwork conducted in a highly complex and tightly coupled environment: power plant construction. The ethnography describes work practices on three different sites and describes and analyses their interlocking dependencies, showing the difficulties encountered at each location and the way in which the delays that result cascade through the different sites. It goes on to describe some technological solutions that are associated with augmented reality and that are being designed in response to the insights gained from the fieldwork. The chapter also reflects more generally on the relationship between fieldwork and design in real-world contexts.
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48

Virtual, Augmented and Mixed Reality : Designing and Developing Augmented and Virtual Environments: 6th International Conference, VAMR 2014, Held as ... I. Springer, 2014.

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49

Liao, Hongen, Cristian A. Linte, and Ken Masamune. Augmented Reality Environments for Medical Imaging and Computer-Assisted Interventions: International Workshops. Springer, 2013.

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50

Liao, Hongen, Cristian A. Linte, Terry M. Peters, Ken Masamune, and Guayan Zheng. Augmented Reality Environments for Medical Imaging and Computer-Assisted Interventions: International Workshops. Springer London, Limited, 2013.

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