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This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.
This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web, VRML, has been mistaken for something else since its inception. Viewed variously as a game system, a format for architectural walkthroughs, a platform for multi-user chat and an augmentation of reality, VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online, at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,"VR,"created expectations of sprawling, photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons, VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.
This 2nd edition has been completely revised and updated, with additional new chapters. It presents state-of-the-art research in this area and focuses on key topics such as: visualization of semantic and structural information and metadata in the context of the emerging Semantic Web; Ontology-based Information Visualization and the use of graphically represented ontologies; Semantic Visualizations using Topic Maps and graph techniques; Recommender systems for filtering and recommending on the Semantic Web; SVG and X3D as new XML-based languages for 2D and 3D visualisations; methods used to construct and visualize high quality metadata and ontologies; and navigating and exploring XML documents using interactive multimedia interfaces. The design of visual interfaces for e-commerce and information retrieval is currently a challenging area of practical web development.
This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokemon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokemon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokemon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.
This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, and contains 5 new chapters. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
The emerging Second-Generation Web is based entirely on XML and related technologies. It is intended to result in the creation of the Semantic Web, on which computers will be able to deal with the meaning ("semantics") of Web data and hence to process them in a more effective and autono mous way. This new version of the Web introduces a multitude of novel concepts, terms, and acronyms. Purpose, Scope and Methods This dictionary is an effort to specify the terminological basis of emerging XML and Semantic Web technologies. The ultimate goal of this dictionary is even broader than just to define the meaning of newwords - itaims to develop aproper understandingofthese leading-edge technologies. To achieve this, comprehensible definitions of technical terms are supported by numerous diagrams and code snippets, clearly annotated and explained. The main areas covered in this dictionary are: (1) XML syntax and core technologies, such as Namespaces, Infoset and XML Schema; (2) all the major membersofthe XML family oftechnologies, such as XSLT, XPath and XLink; (3) numerous XML-based domain-specific languages, such as NewsML (News Markup Language); (4) the concept and architecture of the Semantic Web; (5) key Semantic Web technologies,such as RDF (Resource Description Framework), RDF Schema and OWL (Web Ontology Language); and (6) Web services, including WSDL (Web Services Description Lan guage) and SOAP (Simple Object Access Protocol).
Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web, VRML, has been mistaken for something else since its inception. Viewed variously as a game system, a format for architectural walkthroughs, a platform for multi-user chat and an augmentation of reality, VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online, at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,"VR,"created expectations of sprawling, photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons, VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.
This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people's well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
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