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It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer.
As a result, the technology functions by enhancing one's current perception of reality.
By contrast, virtual reality replaces the real world with a simulated one.
Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match.
With the help of advanced AR technology (e.g.
adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable.
Artificial information about the environment and its objects can be overlaid on the real world.
The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, working at Boeing.
Research explores the application of computer-generated imagery in live-video streams as a way to enhance the perception of the real world.
AR technology includes head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing sensors and actuators.
This book is your ultimate resource for Augmented Reality. Here you will find the most up-to-date information and much more.
In easy to read chapters, with extensive references and links to get you to know all there is to know about Augmented reality right away: Alternate reality game, ARQuake, Augmented browsing, Augmented virtuality, Augmented Reality-based testing, Bionic contact lens, Brain in a vat, Camera resectioning, Augmented GeoTravel, Junaio, Layar, Spectrek, Total Immersion (augmented reality), Wikitude, Zombie ShootAR, 3D computer vision, Agent Vi (Agent Video Intelligence), Automated optical inspection, Automatic image annotation, Automatic number plate recognition, Automatic target recognition, Check weigher, Closed-circuit television, Computer stereo vision, Content-based image retrieval, Digital video fingerprinting, GazoPa, Gesture recognition, Google Goggles, Image retrieval, Image-based modeling and rendering, Intelligent character recognition, Iris recognition, Machine vision, Object detection, Optical character recognition, Pedestrian detection, People counter, Physical computing, Red light camera, Remote sensing, Smart camera, Traffic enforcement camera, Traffic sign recognition, Vehicle infrastructure integration, Video Content Analysis, View synthesis, Visual sensor network, 3D Interaction, Accelerator (Internet Explorer), Accelerator table, Adjustment handles, Alt-Tab, Attentive user interface, Balloon help, Bounce keys, Brace matching, Brain-computer interface, Breadcrumb (navigation), Canned response, Capacitive sensing, Caret navigation, Clipboard (software), Command-line completion, Command-line interface, Computer-mediated reality, Context awareness, Cover Flow, Crossing-based interface, Cursor (computers), Cut, copy, and paste, Dasher, Delimited search, Desktop metaphor, Digital puppetry, Direct manipulation interface, Direct Voice Input, Dock (computing), Dock (Mac OS X), Docky, Double-click, Drag-and-drop, Exposé (Mac OS X), Flip page, Focus (computing), Form (web), Graffiti (Palm OS), Graffiti 2, Grayed out, Hands-free computing, Incremental search, Input method, Inspector window, Intelligent form, Interaction technique ....and much, much more
Contains selected content from the highest rated entries, typeset, printed and shipped, combining the advantages of up-to-date and in-depth knowledge with the convenience of printed books. A portion of the proceeds of each book will be donated to the Wikimedia Foundation to support their mission.
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Publié par | Emereo Publishing |
Date de parution | 24 octobre 2012 |
Nombre de lectures | 0 |
EAN13 | 9781743448625 |
Langue | English |
Poids de l'ouvrage | 91 Mo |
Informations légales : prix de location à la page 0,1598€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.
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