Books on the topic 'Graphics, augmented reality and games'

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1

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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2

Geroimenko, Vladimir, ed. Augmented Reality Games I. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9.

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Geroimenko, Vladimir, ed. Augmented Reality Games II. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6.

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4

De Paolis, Lucio Tommaso, Pasquale Arpaia, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-87595-4.

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5

De Paolis, Lucio Tommaso, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95270-3.

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6

De Paolis, Lucio Tommaso, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95282-6.

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7

De Paolis, Lucio Tommaso, Patrick Bourdot, and Antonio Mongelli, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60922-5.

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8

De Paolis, Lucio Tommaso, Patrick Bourdot, and Antonio Mongelli, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60928-7.

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9

De Paolis, Lucio Tommaso, and Antonio Mongelli, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40621-3.

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10

De Paolis, Lucio Tommaso, and Antonio Mongelli, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40651-0.

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11

De Paolis, Lucio Tommaso, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58465-8.

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12

De Paolis, Lucio Tommaso, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58468-9.

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13

De Paolis, Lucio Tommaso, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25965-5.

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14

De Paolis, Lucio Tommaso, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25999-0.

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15

Furht, Borivoje. Handbook of augmented reality. New York, NY: Springer, 2011.

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16

Handbook of augmented reality. New York, NY: Springer, 2011.

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17

author, Otey Jeffrey, Contero Manuel author, and Alcañiz Mariano author, eds. Visualization and engineering design graphics with augmented reality. Mission, KS: Schroff Development Corporation, 2012.

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18

Disney princess: An augmented reality book. London: Carlton, 2012.

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19

Chang, Maiga, Wu-Yuin Hwang, Ming-Puu Chen, and Wolfgang Müller, eds. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9.

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20

ill, Miyoshi Naohito 1972, ed. Yu-Gi-Oh! Zexal: Yuma jets! San Francisco, CA: Viz Media, 2016.

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21

Ma, Minhua, Lakhmi C. Jain, and Paul Anderson, eds. Virtual, Augmented Reality and Serious Games for Healthcare 1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1.

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22

Cai, Yiyu, Wouter van Joolingen, and Koen Veermans, eds. Virtual and Augmented Reality, Simulation and Serious Games for Education. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-1361-6.

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23

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

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24

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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25

Reinhold, Behringer, Mizell David W, and Klinker Gudrun J, eds. Augmented reality: Placing artificial objects in real scenes : proceedings of IWAR '98. Natick, Mass: A K Peters, 1999.

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26

1969-, Ong S. K., and Nee, A. Y. C. 1948-, eds. Virtual and augmented reality applications in manufacturing. New York: Springer, 2004.

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27

IEEE and ACM International Workshop on Augmented Reality (2nd 1999 San Francisco, Calif.). Proceedings, 2nd IEEE and ACM International Workshop on Augmented Reality (IWAR'99): October 20-21, 1999, San Francisco, California. Los Alamitos, Calif: IEEE Computer Society, 1999.

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28

IWAR '99 (1999 San Francisco, Calif.). 2nd IEEE and ACM International Workshop on Augmented Reality: Proceedings ; (IWAR'99) : October 20-21, 1999, San Francisco, California. Los Alamios, California: IEEE Computer Society, 1999.

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29

Gourgey, Bill. Gene.sys: Magigate returns. Washington, DC: Jacked Arts, 2014.

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30

Paolis, Lucio Tommaso De. Augmented Reality, Virtual Reality, and Computer Graphics: 4th International Conference, AVR 2017, Ugento, Italy, June 12-15, 2017, Proceedings, Part I. Cham: Springer International Publishing, 2017.

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31

David, Hutchison. Medical Imaging and Augmented Reality: 4th International Workshop Tokyo, Japan, August 1-2, 2008 Proceedings. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2008.

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32

IEEE and ACM International Symposium on Mixed and Augmented Reality (1st 2002 Darmstadt, Germany). International Symposium on Mixed and Augmented Reality: ISMAR 2002 : September 30-October 1, 2002, Darmstadt, Germany : proceedings. Los Alamitos, Calif: IEEE Computer Society, 2002.

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33

1972-, Miyoshi Naohito, Engel Taylor author translator, aWerry, John (Translator) author, translator, Hunt John, and HC Language Solutions, eds. Yu-Gi-Oh! Arc-V: Immortal beings!! San Francisco, CA: Viz Media, 2018.

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34

Virtual reality: Concepts and technologies. Boca Raton, FL: CRC Press, 2011.

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35

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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36

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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37

Mullen, Tony. Prototyping Augmented Reality. Wiley & Sons, Limited, John, 2011.

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38

Mullen, Tony. Prototyping Augmented Reality. Wiley & Sons, Limited, John, 2011.

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39

Mullen, Tony. Prototyping Augmented Reality. Wiley & Sons, Incorporated, John, 2011.

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40

Mullen, Tony. Prototyping Augmented Reality. Wiley & Sons, Incorporated, John, 2011.

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41

Prototyping Augmented Reality. Sybex, 2011.

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42

Furht, Borko. Handbook of Augmented Reality. Springer, 2014.

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43

Lanham, Micheal. Augmented Reality Game Development. Packt Publishing, Limited, 2017.

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44

Gordon, S. Virtual and Augmented Reality. Mercury Learning & Information, 2019.

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45

Augmented Reality @ Home: The complete guide to understanding and using Augmented Reality technology. Pragmatic Bookshelf, 2008.

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46

Virtual, Augmented and Mixed Reality: Applications of Virtual and Augmented Reality. Springer, 2014.

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47

Dong, Suyang, and Thomas Hilfert. Visualization and Engineering Design Graphics with Augmented Reality. Excelic Press LLC, 2018.

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48

Virtual Augmented and Mixed Reality. Springer-Verlag Berlin and Heidelberg GmbH &, 2013.

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49

Bimber, Oliver, and Ramesh Raskar. Spatial Augmented Reality: Merging Real and Virtual Worlds. CRC Press LLC, 2005.

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50

Bimber, Oliver, and Ramesh Raskar. Spatial Augmented Reality: Merging Real and Virtual Worlds. CRC Press LLC, 2005.

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