TITLE

Editorial

AUTHOR(S)
Tanaka, Satoshi; Miyachi, Hideo
PUB. DATE
June 2018
SOURCE
International Journal of Modeling, Simulation & Scientific Compu;Jun2018, Vol. 9 Issue 3, pN.PAG
SOURCE TYPE
Academic Journal
DOC. TYPE
Editorial
ABSTRACT
No abstract available.
ACCESSION #
129785156

 

Related Articles

  • Human-Computer Interaction in Geovisualization. Heidmann, Frank; Schiewe, Jochen // I-com;Dec2017, Vol. 16 Issue 3, p203 

    No abstract available.

  • The Convergence Effect: Real and Virtual Encounters in Augmented Reality Art. Avram, Horea // M/C Journal;Dec2013, Vol. 16 Issue 6, p15 

    The article discusses augmented reality (AR) which has the unique capacity to offer a seamless combination of the real scene perceived by the user with virtual information overlapped on that scene interactively and in real time. The augmented scene is perceived by the viewer through the use of...

  • Virtually Real. Kobie, Nicole // Computer Shopper;Aug2015, Issue 330, p96 

    The article focuses on the emergence of augmetented reality (AR) technology. Topics covered include the difference between AR and virtual reality (VR), the attempt by professor Sriram Subramania and colleagues to mimic the response of the physical world in gestures and the use of the Sprout...

  • A Game Changer.  // Voice & Data;Mar2012, Vol. 19 Issue 3, p161 

    The article discusses how the Augmented Reality (AR) technology woks. It mentions that in AR, a live view of a physical environment is augmented by computer-generated sensory input. It notes that AR technology allows its users to interact virtually with their surroundings. It also emphasizes the...

  • The Design of a New Marker in Augmented Reality. Rencheng Sun; Yi Sui; Ran Li; Fengjing Shao // International Proceedings of Economics Development & Research;2011, Vol. 4, p129 

    Providing experience with registering virtual objects into real world, applications of Augmented Reality become more and more popular. The time performance of recognizing and tracking markers is one key point to attract users. In this paper, for improving the performance of recognition and...

  • VR A MAJOR REALITY AT SIGGRAPH 2015. MOLTENBREY, KAREN // Computer Graphics World;Sep/Oct2015, Vol. 38 Issue 5, p26 

    The article discusses the highlights of SISGRAPH 2015 with virtual reality (VR) and augmented reality (AR) as the prevalent buzzwords. Highlights discussed include the VR Village with curated VR experiences such as walking the thin cable between the Twin Towers of the World Trade Center,...

  • Common Challenges in Ethical Practice when Testing Technology with Human Participants: Analyzing the Experiences of a Local Ethics Committee. Brandenburg, Stefan; Minge, Michael; Cymek, Dietlind Helene // I-com;Dec2017, Vol. 16 Issue 3, p267 

    Ethical aspects are of key importance in research and the development of technical systems. They play a major role when the societal impact of innovative products and new technologies is considered. However, ethics are already essential during technology development, especially when testing...

  • Growth for Virtual and Augmented Reality.  // Signal;Feb2014, Vol. 68 Issue 6, p11 

    The article reports that the market for virtual reality (VR) and augmented reality (AR) technologies is forecast to reach 1.8 billion dollars in value by 2018, according to a report by market research firm MarketsandMarkets as of February 2014.

  • Learning from each other. 'Asher' Rospigliosi, Pericles // Interactive Learning Environments;Feb2016, Vol. 24 Issue 1, p1 

    The articvle discusses various papers published in this issue including one by Huang et al. on virtual reality medical displays, one by Chen et al. on augmented reality, and one by Casquero et al. on personalized learning.

Share

Read the Article

Courtesy of THE LIBRARY OF VIRGINIA

Sorry, but this item is not currently available from your library.

Try another library?
Sign out of this library

Other Topics