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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.
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.
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