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ar mapping pokemon go: Augmented Reality Brett S. Martin, 2017-07 Augmented Reality combines computer technology with real world experiences. With the use of advanced screen sensors and computer created overlays, real-life environments are transformed into high-tech surroundings. Correlates with STEM instruction and NexGen standards. Includes glossary, websites, and bibliography for further reading. |
ar mapping pokemon go: Augmented and Mixed Reality for Communities Joshua A. Fisher, 2021-07-14 Using mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented reality politics began to appear in app stores. Similarly, the blockbuster success of Pokémon Go illustrated how even forgotten street corners can become a magical space for play. In 2019, a court case in Milwaukee, Wisconsin, extended first amendment rights to augmented reality. For all the good that these emerging media provide, there will and have been consequences. Augmented and Mixed Reality for Communities will help students and practitioners navigate the ethical design and development of these kinds of experiences to transform their cities. As one of the first books of its kind, each chapter in the book prepares readers to contribute to the Augmented City. By providing insight into how these emerging media work, the book seeks to democratize the augmented and mixed reality space. Authors within this volume represent some of the leading scholars and practitioners working in the augmented and mixed reality space for civic media, cultural heritage, civic games, ethical design, and social justice. Readers will find practical insights for the design and development to create their own compelling experiences. Teachers will find that the text provides in-depth, critical analyses for thought-provoking classroom discussions. |
ar mapping pokemon go: The Pokemon Go Phenomenon Jamie Henthorn, Andrew Kulak,, Kristopher Purzycki, 2019-05-20 Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world. |
ar mapping pokemon go: Mapping People Madeline Tyler, 2019-07-15 Some maps only show us where different locations are, but others also deal with the population in these locations. In this resourceful guide to mapping people, readers learn how to decipher and create these kinds of maps. Helpful diagrams, informational fact boxes, a detailed glossary, useful graphic organizers, and vivid, full-color examples of maps further expand readers' understanding of this essential social studies curriculum topic. The focus of this volume is also meant to help young readers gain more knowledge about diversity and the many ways that it can be shown. |
ar mapping pokemon go: Ubiquitous Mapping Yoshiki Wakabayashi, Takashi Morita, 2022-07-24 Since the last decades of the twentieth century, the circumstances surrounding map use and map making have drastically changed owing to advances in information and communication technologies (ICTs). In particular, the spread of web maps and mobile devices have altered the way people interact with maps. This book features the latest works on theoretical and practical issues of these changes by terming them “ubiquitous mapping”. In particular, the book pays attention to not only the technological basis but also multidisciplinary human–social aspects. The book covers the topics of the evaluation of ICT-based technologies for context-aware mapping, the theory and application of crowd-sourced geospatial information and collaborative mapping, and both the positive and negative effects of ubiquitous mapping on human society. |
ar mapping pokemon go: Amazon Natalie Berg, Miya Knights, 2021-11-03 Amazon - one of the world's most valuable companies - is worth more than Walmart, Netflix, Target, Nike and Costco combined. What are the secrets to its success? How can these insights be applied to other businesses in the e-commerce sector? The retail industry is facing unprecedented challenges. Across all sectors and markets, retailers are shifting their business models and customer engagement strategies to ensure they survive. Amazon offers unique insight into the company's persistent dissatisfaction with the status quo and innovation and how it has fundamentally changed the ways in which we shop. This fully updated second edition explores Amazon's response to the coronavirus pandemic, the convergence of physical and digital retail, e-commerce economics and sustainability, as well as future policy implications. Written by industry-leading retail analysts and with the first edition now translated into more than a dozen languages, Amazon is an invaluable resource for discovering the lessons that can be learned from the company's unprecedented rise to dominance. |
ar mapping pokemon go: The Aesthetics and Politics of the Online Self Donatella Della Ratta, Geert Lovink, Teresa Numerico, Peter Sarram, 2022-01-01 This volume investigates our dissonant and exuberant existences online. As social media users we know we’re under surveillance, yet we continue to click, like, love and share ourselves online as if nothing was. So, how do we overcome the current online identity regime? Can we overthrow the rule of Narcissus and destroy the planetary middle class subject? In this catalogue of strategies, the reader will find stories on hacker groups, gaming platforms in the occupied territories, art objects, selfies, augmented reality, Gen Z autoethnographies, love and life. The authors of this anthology believe we cannot simply put vanity aside and a rational analysis of platform capitalism is not going to convince the youngs on TikTok nor liberate us from Zuckerbergian indentured servitude. Do we really need to wade through the subjective mud and ‘learn more’ about online aesthetics? The answer is yes. Writing by Wendy Chun, Franco Berardi “BIFO”, Julia Preisker, Katherine Behar, Rebecca Stein, Fabio Cristiano, Emilio Distretti, Natalie Bookchin, Ana Peraica, Mitra Azar, Donatella Della Ratta, Gabriella Coleman, Marco Deseriis, Alberto Micali, Daniel de Zeeuw, Giovanni Boccia Artieri, Jodi Dean. |
ar mapping pokemon go: Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities Zheng, Robert Z., 2019-09-27 Multiple intelligences (MI) as a cognitive psychology theory has significantly influenced learning and teaching. Research has demonstrated a strong association between individual intelligences and their cognitive processes and behaviors. However, it remains unknown how each of or a combination of these intelligences can be effectively optimized through instructional intervention, particularly through the use of emerging learning technology. On the other hand, while efforts have been made to unveil the relationship between information and communication technology (ICT) and individual learner performance, there is a lack of knowledge in how MI theory may guide the use of ICTs to enhance learning opportunities for students. Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities is an essential reference book that generates new knowledge about how ICTs can be utilized to promote MI in various formal and informal learning settings. Featuring a range of topics such as augmented reality, learning analytics, and mobile learning, this book is ideal for teachers, instructional designers, curriculum developers, ICT specialists, educational professionals, administrators, instructors, academicians, and researchers. |
ar mapping pokemon go: Roadmapping Extended Reality Mariano Alcañiz, Marco Sacco, Jolanda G. Tromp, 2022-07-26 ROADMAPPING EXTENDED REALITY This book offers a comprehensive overview of the technological aspects of Extended Realities (XR) and discusses the main challenges and future directions in the field. This book is important and timely – XR technologies have overcome the 3 main aspects that were holding it back from mainstream adoption: cost, cables, and size. However, there are many aspects of XR technologies that are now going to be explored and developed that still need urgent research in terms of security, privacy, health and safety, long-term effects, addiction risks, and age-related developmental concerns, and the aim of the book is to inform all readers of these open issues and challenges. There are currently a great number of interdisciplinary researchers and developers working in the XR R&D field. Recently, XR technologies moved from the Gartner Hype Cycle onto the Plateau of Productivity on the Gartner Hype Cycle signaling that the fundamental XR technologies are now deemed mature technologies and ready for deployment in a wide variety of application areas. Corroborated by the fact that XR technologies are part of the future Metaverse, a concept that went rapidly mainstream during the time of writing of this book. Roadmapping Extended Reality is divided into two parts: (1) fundamentals and (2) applications. The first part covers the main technological aspects of XR. The chapters in this section review and discuss relevant fundamental concepts of XR, the actual state-of-the-art, and future challenges. The second part of the book focuses on covering a wide range of applications of XR including a future roadmap. All in all, the book offers a snapshot of the state-of-the-art in XR and addresses the needs of a multidisciplinary audience working in both academia and the industry, as well as stakeholders at government agencies and non-profit organizations. Audience This book is aimed at academic and industrial developers, exploring and developing applications in the XR, VR, AR, AI, smart IoT, 4th Industrial Revolution space, including those that are solving technology requirements, human factors, evaluation methodology advances, and ROI investigations. |
ar mapping pokemon go: Mastering the Game: World Intellectual Property Organization, “Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content. |
ar mapping pokemon go: Interactive Sports Technologies Veronika Tzankova, Michael Filimowicz, 2022-06-01 Building on the unfolding and expanding embeddedness of digital technologies in all aspects of life, Interactive Sports Technologies: Performance, Participation, Safety focuses on the intersection of body movement, physical awareness, engineering, design, software, and hardware to capture emerging trends for enhancing sports and athletic activities. The accessible and inspiring compilation of theoretical, critical, and phenomenological approaches utilizes the domain of sports to extend our understanding of the nexus between somatic knowledge and human-computer interaction in general. Within this framework, the chapters in this volume draw upon a variety of concepts, processes, practices, and elucidative examples to bring together a timely assessment of interactive technologies’ potential to facilitate increased performance, participation, and safety in sports. This collection of chapters from international authors presents diverse perspectives from a wide range of academic and practice-based researchers within a comprehensive coverage of sport disciplines. |
ar mapping pokemon go: Virtual, Augmented and Mixed Reality Jessie Y. C. Chen, Gino Fragomeni, 2023-07-08 This book constitutes the refereed proceedings of the 15th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The VAMR 2023 proceedings were organized in the following topical sections: Designing VAMR Applications and Environments; Visualization, Image Rendering and 3D in VAMR; Multimodal Interaction in VAMR; Robots and Avatars in Virtual and Augmented Reality; VAMR in Medicine and Health; VAMR in Aviation; and User Experience in VAMR. |
ar mapping pokemon go: Schizoanalysis and Asia Joff P. N. Bradley, 2022-11-08 This book is an update, extension and radicalization of Guattari’s philosophy of the postmedia. It is the first of its kind to comprehensively apply Guattari’s thought on postmedia to post-millennium technological developments. Given the considerable interest in Félix Guattari and Gilles Deleuze’s work and its influence in Asia and South-East Asia and beyond, the book is a timely contribution and update of Guattari’s essential concepts. It offers a fresh approach to applying Guattari and Deleuze to local contexts. Both Félix Guattari’s schizoanalysis and Gilles Deleuze’s philosophy remain excellent tools to decode the politics of postmedia. The book centres around the influence of Guattari’s work on the Japanese archipelago and how Japan itself impacted on the work of Guattari in the 1980s. The book updates Guattari’s work and apply it to the problems which are affecting societies in Asia and beyond. It highlights current research on postmedia by scholars who are working to understand how Japanese society is functioning post-Fukushima and how the country continues to toil from the “geo-trauma” of the real. |
ar mapping pokemon go: Augmented Reality Game Development Micheal Lanham, 2017-01-20 Create your own augmented reality games from scratch with Unity 5 About This Book Create your own augmented reality game from scratch and join the virtual reality gaming revolution Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry Who This Book Is For This book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development. What You Will Learn Build a location-based augmented reality game called Foodie Go Animate a player's avatar on a map Use the mobile device's camera as a game background Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions Create basic UI elements for the game, inventory, menu, and settings Perform location and content searches against the Google Places API Enhance the game's mood by adding visual shader effects Extend the game by adding multiplayer networking and other enhancements In Detail The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. Style and approach This book shows you how to create every step of the game and gives practical examples. |
ar mapping pokemon go: Mapping the Posthuman Grant Hamilton, Carolyn Lau, 2023-12-22 This book works to delineate some of the major routes by which science and art intersect. Structured according to the origin myths of the posthuman that continue to shape the idea of the human in our technological modernity, this volume gives space to narratives of alter-modernity that resonate with Ursula K. Le Guin’s call for a new kind of story which exposes the violence and exploitation driven by a sustained belief in human exceptionalism, anthropocentrism, and cultural superiority. In this context, the posthuman myths of multispecies flourishing given in this collection, which are situated across a range of historical times and locations, and media and modalities, are to be thought of as kernels of possible futures that can only be realized through collective endeavour. |
ar mapping pokemon go: Creating Augmented and Virtual Realities Erin Pangilinan, Steve Lukas, Vasanth Mohan, 2019-03-18 Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you’ll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications |
ar mapping pokemon go: Research Handbook on the Law of Virtual and Augmented Reality Woodrow Barfield, Marc Jonathan Blitz, 2018-12-28 Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds. |
ar mapping pokemon go: COVID-19 Public Health Measures Nuzhat F. Shaikh, Ajinkya Kunjir, Juveriya Shaikh, Parikshit Narendra Mahalle, 2021-05-04 Considering the overall situation of the current pandemic and pertinent recommendations, this book focuses on the use of augmented reality (AR) applications for preventing COVID-19 outbreaks along with techniques, tools, and platforms to achieve social distancing.and sanitization. COVID-19 Public Health Measures: An Augmented Reality Perspective contains theoretical and practical knowledge of AR and remedies on how to cope with the pandemic, including multiple use cases along with a set of recommendations. This book illustrates application building using open-source software with an interactive interface to aid impaired users. The initial part of this book emphasizes the basic knowledge of AR, technology, devices, and rest of the relevant theories. This book is aimed at researchers, students of AR, technical healthcare professionals, and practitioners. Key Features: • Consists of an extensive introduction to the terminologies and components of AR • Provides in-depth knowledge of various tools and techniques used in AR • Introduces various platforms and software development kits (SDKs) such as Unity Engine, Unreal Engine, and Vuforia • Gives a step-by-step guide for the development of an AR app • Describes how AR can be used specifically by impaired users not only in the situation of current pandemic but also in normal situations thus simplifying day-to-day activities |
ar mapping pokemon go: CBSE Artificial Intelligence Class 6 Manish Soni, 2024-11-10 Welcome to the incredible world of Artificial Intelligence (AI), a rapidly evolving field reshaping our lives, work, and interactions with the world around us. This book has been specially designed for class six students to serve as an engaging and accessible introduction to the fascinating domain of AI. As you embark on this journey, you will begin to uncover the remarkable potential of AI and its profound impact on various aspects of modern life. This book aims to make AI understandable and approachable for young learners. In an era where technology is a driving force behind many of the changes we see, it is essential to start building a solid foundation of knowledge at an early age. This book has been crafted with the belief that by introducing students to AI concepts and engagingly, we can spark curiosity and foster an enthusiasm for learning that will serve them well in future. What you will find in this book: 1. Clear and Simplified Explanations: • AI concepts are broken down into easy-to-understand explanations, ensuring you can grasp the fundamentals without feeling overwhelmed. 2. Real-World Applications: • Discover how AI is used in everyday life, from voice assistants to recommendation systems, across various fields like healthcare, education, entertainment, etc. 3. Ethical Considerations: • Explore the ethical questions AI raises, such as privacy, job displacement, and decision-making biases, and understand the importance of responsible AI use. 4. Interactive and Hands-On Learning: • Engage with activities and projects that reinforce your understanding of AI concepts and allow you to apply what you've learned in a fun and creative way. Our Vision: We aim to spark a genuine interest in AI, encouraging you to explore and learn more about this fascinating field. This book provides a solid foundation, setting the stage for more profound studies and future opportunities in AI and related areas. We hope to cultivate your curiosity and inspire you to discover AI's endless possibilities. A Journey into the Future: This book marks the beginning of your adventure into Artificial Intelligence. We’re thrilled to accompany you on this exciting path, confident that your exploration of AI will be both enlightening and motivating. |
ar mapping pokemon go: Videogames, Libraries, and the Feedback Loop Sandra Schamroth Abrams, Hannah R. Gerber, 2021-04-22 Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play. |
ar mapping pokemon go: HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games Gabriele Meiselwitz, Abbas Moallem, Panayiotis Zaphiris, Andri Ioannou, Robert A. Sottilare, Jessica Schwarz, Xiaowen Fang, 2022-11-24 This proceedings LNCS 13517 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June/July 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. |
ar mapping pokemon go: Novel techniques of minimally invasive spine surgery for various pathologies Yutong Gu, Qingquan Kong, William F Lavelle, 2023-10-03 |
ar mapping pokemon go: Game Development 2042 Tim Fields, 2022-10-14 This book is a fast-paced look at the next two decades of the games industry with a focus on game design, the evolution of gaming markets around the world, the future of technology, Artificial Intelligence, Big Data, crypto-currency, and the art and business of creating and publishing hit games. The book contains interviews with a dozen veteran games industry luminaries, who have collectively created many of the greatest hits of the last twenty years and grossed tens of billions of dollars in revenue for companies like Electronic Arts, Facebook, Apple, Activision, Microsoft, Amazon, Supercell, Netflix, Warner Brothers, and others. Game Development 2042 is meant for game developers, anyone with a financial interest in the games business, and for gamers who want to know what the future holds. Mobile, console, PC, web, free-to-play, play-to-earn, and other businesses are discussed in depth with specific examples. |
ar mapping pokemon go: Virtual & Augmented Reality For Dummies Paul Mealy, 2018-07-11 An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies. |
ar mapping pokemon go: Nicky Hockly's 50 Essentials for Using Learning Technologies Paperback Nicky Hockly, 2022-03-10 A compact, user-friendly book authored by Nicky Hockly which draws on her extensive experience and knowledge of using learning technologies in the teaching of languages. It addresses many of the challenges faced by language teachers who are increasingly being required to use learning technologies with little or no support or training. |
ar mapping pokemon go: The Routledge Companion to Media Anthropology Elisabetta Costa, Patricia G. Lange, Nell Haynes, Jolynna Sinanan, 2022-09-30 The Routledge Companion to Media Anthropology provides a broad overview of the widening and flourishing area of media anthropology, and outlines key themes, debates, and emerging directions. The Routledge Companion to Media Anthropology draws together the work of scholars from across the globe, with rich ethnographic studies that address a wide range of media practices and forms. Comprising 41 chapters by a team of international contributors, the Companion is divided into three parts: Histories Approaches Thematic Considerations. The chapters offer wide-ranging explorations of how forms of mediation influence communication, social relationships, cultural practices, participation, and social change, as well as production and access to information and knowledge. This volume considers new developments, and highlights the ways in which anthropology can contribute to the study of the human condition and the social processes in which media are entangled. This is an indispensable teaching resource for advanced undergraduate and postgraduate students and an essential text for scholars working across the areas that media anthropology engages with, including anthropology, sociology, media and cultural studies, internet and communication studies, and science and technology studies. |
ar mapping pokemon go: Pipeline Real-time Data Integration and Pipeline Network Virtual Reality System Zhenpei Li, Lehao Yang, 2021-01-09 As the second volume of the Digital Oil & Gas Pipeline: Research and Practice series of monographs, this book introduces the implementation strategies, examples and technical roadmaps of two important aspects of the Digital Oil & Gas Pipeline construction: pipeline real-time data integration and pipeline network virtual reality system. Two example of pipeline real-time data integration are elaborated: integration of pipeline WebGIS (Geographic Information System) and pipeline SCADA (Supervisory Control and Data Acquisition) via OPC (OLE for Process Control) technology, integration of pipeline network virtual reality system and pipeline SCADA via OPC, JNI (Java Native Interface) and SAI (Scene Access Interface). The pipeline network virtual reality system aims for the pipeline virtual expression, interaction, and 3D visual management. It can be used for pipeline route visual design and plan, immersive pipeline industry training, remote visual supervision and control, etc. The implementation details of the pipeline network virtual reality system, including 3D pipeline and terrain modeling with X3D (Extensible 3D) technology, improving large-scene display performance and speed in the network environment using LOD (Level of Detail) technology, interaction of virtual pipeline scenes, and pipeline 3D visual monitoring, are also introduced. The knowledge and experience delivered by this book will provide useful reference for the readers from the industries of oil & gas pipeline, GIS, Virtual Reality, industrial control, etc. |
ar mapping pokemon go: Human-Centric Computing in a Data-Driven Society David Kreps, Taro Komukai, T. V. Gopal, Kaori Ishii, 2020-11-11 This book constitutes the refereed proceedings of the 14th IFIP TC 9 International Conference on Human Choice and Computers, HCC14 2020, which was supposed take place in Tokyo, Japan, in September 2020, but the conference was cancelled due to the COVID-19 crisis. The 31 revised full papers presented were carefully reviewed and selected from 55 submissions. The papers deal with the constantly evolving intimate relationship between humans and technology. They are organized in the following sections: ethical and legal considerations in a data-driven society; the data-driven society; peace and war; our digital lives; individuals in data-driven society; and gender, diversity and ICT. |
ar mapping pokemon go: XR Development with Unity Anna Braun, Raffael Rizzo, 2023-11-30 Create VR, AR, and MR experiences with the help of step-by-step tutorials on VR and AR simulators, interactivity, sound and visual effects, along with advanced XR techniques such as multiplayer integration Key Features Create impressive XR projects without the need to own expensive VR headsets Explore Unity XR features and techniques such as hand-tracking and plane detection using the XR Interaction Toolkit and AR Foundation Bring your XR projects to life with step-by-step explanations along with practical examples Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionThe drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area. This one-stop resource will ensure that professionals venturing into XR development can access all XR-related techniques to build appealing XR applications, without relying on Google every step of the way. This book is your guide to developing XR applications with Unity 2021.3 or later versions, helping you to create VR, AR, and MR experiences of increasing complexity. The chapters cover the entire XR application development process from setting up an interactive XR scene using the XR Interaction Toolkit or AR Foundation, adding physics, animations, continuous movement, teleportation, sound effects, and visual effects, to testing and deploying to VR headsets, simulators, smartphones, and tablets. Additionally, this XR book takes you on a journey from the basics of Unity and C# to advanced techniques such as building multiplayer applications and incorporating hand- and gaze-tracking capabilities. By the end of this book, you'll be fully equipped to create cutting-edge XR projects for engaging individual, academic, and industrial use cases that captivate your audience.What you will learn Get started with Unity by building your own 3D project Explore the XR Interaction Toolkit and AR Foundation, as well as test XR applications on your PC Find out how to deploy XR projects on different platforms Build interactive XR apps with increasing degrees of complexity by leveraging C# scripting Create a fully immersive VR drum scene by using Unity's audio and particle systems Add advanced XR techniques such as hand-tracking, gaze-tracking, and multiplayer capabilities to your XR apps Who this book is for This book is for students, developers, researchers, and professionals with a background in computer science. Business analysts, PMs, and other management professionals and executives will also benefit from this book. If you have basic knowledge of programming and are looking to gain expertise in creating virtual reality and augmented reality applications in Unity, then this book is for you. While having experience as a VR game player with basic programming knowledge can enhance your understanding of the content, it is not a prerequisite. |
ar mapping pokemon go: Innovating with Augmented Reality P Kaliraj, Devi Thirupathi, 2021-12-16 Augmented Reality (AR) has many advantages that include increased engagement and interaction as well as enhanced innovation and responsiveness. AR technology has applications in almost all domains such as medical training, retail, repair and maintenance of complex equipment, interior design in architecture and construction, business logistics, tourism, and classroom education. Innovating with Augmented Reality: Applications in Education and Industry explains the concepts behind AR, explores some of its application areas, and gives an in-depth look at how this technology aligns with Education 4.0. Due to the rapid advancements in technology, future education systems must prepare students to work with the latest technologies by enabling them to learn virtually in augmented ways in varied platforms. By providing an illusion of physical objects, which takes the students to a new world of imagination, AR and Virtual Reality (VR) create virtual and interactive environments for better learning and understanding. AR applications in education are covered in four chapters of this book, including a chapter on how gamification can be made use of in the teaching and learning process. The book also covers other application areas of AR and VR. One such application area is the food and beverage industry with case studies on virtual 3D food, employee training, product–customer interaction, restaurant entertainment, restaurant tours, and product packaging. The application of AR in the healthcare sector, medical education, and related devices and software are examined in the book’s final chapter. The book also provides an overview of the game development software, Unity, a real-time development platform for 2D and 3D AR and VR, as well as the software tools and techniques used in developing AR-based apps. |
ar mapping pokemon go: Storytelling for Spatial Computing and Mixed Reality Rob Morgan, 2024-12-26 This is a clear, accessible manual of storytelling techniques and learning activities for spatial computing, augmented reality and mixed reality. It covers the key skills that the next generation of digital storytellers will need, providing readers with practical tools for creating digital stories and adventures out in the real world. Drawing on more than a decade of experience, veteran immersive storyteller Rob Morgan provides strategies and techniques for augmenting players and places with digital narrative. Readers will try out key ideas through a range of practical exercises, building up their own portfolio of augmented/spatial narrative projects. Storytelling for Spatial Computing and Mixed Reality provides insight on everything from narrative pacing to conditional and emergent storytelling for augmented/spatial technology. Each chapter addresses key questions about the affordances - and ethics - of augmenting players' realities, helping students and practitioners explore this new storytelling frontier. This book will be invaluable to students of game design, experience design and interactive narrative. It provides theories, best practices and case studies also relevant to creative professionals in games, XR, immersive theatre, theme parks and brand experience. |
ar mapping pokemon go: Text Mining Approaches for Biomedical Data Aditi Sharan, |
ar mapping pokemon go: Clusters of Innovation in the Age of Disruption Engel, Jerome S., 2022-07-21 This book is about innovation ecosystems, Clusters of Innovation (COI) and the Global Networks of Clusters of Innovation (GNCOI) they naturally form. What is innovation and why is it important to us? Innovation is nothing less than the ability for constructive response and adaptation to change. The cause and catalyst for that change is frequently identified as technology and its unceasing pressure to improve on existing solutions and address unmet needs. The last decade has painfully demonstrated that exogenous environmental shocks are also sources of change that call for innovative responses, ranging from the obvious challenges such as global warming and Covid-19 to the more subtle social and political perturbations of our time. |
ar mapping pokemon go: Interaction Design Yvonne Rogers, Helen Sharp, Jennifer Preece, 2023-03-06 A delightful, engaging, and comprehensive overview of interaction design Effective and engaging design is a critical component of any digital product, from virtual reality software to chatbots, smartphone apps, and more. In the newly updated sixth edition of Interaction Design: Beyond Human-Computer Interaction, a team of accomplished technology, design, and computing professors delivers an intuitive and instructive discussion of the principles underlying the design of effective interactive technologies. The authors discuss how to design and apply digital technologies in the real world, illustrated with numerous examples. The book explores the interdisciplinary foundations of interaction design, including skills from product design, computer science, human and social psychology, and others. The book builds on the highly successful fifth edition and draws on extensive new research and interviews with accomplished professionals and researchers in the field that reflect a rapidly-changing landscape. It is supported by a website hosting digital resources that add to and complement the material contained within. Readers will also find: Explorations of the social and emotional components of interacting with apps, digital devices and computers Descriptions about how to design, prototype, evaluate and construct technologies that support human-computer interaction Discussions of the cognitive aspects of interaction design, as well as design and evaluation, including usability testing and expert reviews. An essential text for undergraduate and graduate students of human-computer interaction, interaction design, software engineering, web design, and information studies, Interaction Design will also prove to be indispensable for interaction design and user experience professionals. |
ar mapping pokemon go: The Metaverse: Fully Revised and Updated Edition: Building the Spatial Internet Matthew Ball, 2024-07-23 “Ball’s lucid and timely book offers a portal into a new realm.”—The Economist The term “Metaverse” is thirty years old, yet only recently entered mainstream conversation, attracting both fascinating and skepticism. While some have promised its imminent arrival, in fact it will take a series of technological and societal leaps to realize its full potential. In The Metaverse, pioneering theorist, former tech executive, and acclaimed entrepreneur Matthew Ball offers an expansive tour of the “next internet”: he presents a comprehensive definition of the Metaverse (going far beyond mere virtual reality headsets), explains the technologies that will power it, addresses governance challenges, and predicts Metaverse winners and losers. Bringing clarity and authority to a frequently misunderstood concept, this revised and updated edition of Ball’s authoritative work demonstrates how the Metaverse will radically reshape society. “A comprehensive guide to every aspect of the metaverse.”—John Thornhill, Financial Times “Offers a better understanding of the metaverse than the novel that coined the term—1992’s Snow Crash.”—Cecilia D’Anastasio, Bloomberg |
ar mapping pokemon go: Artificial Intelligence & Machine Learning Mrs. Haritha V, Mrs. G. Mareeswari, Prof. V. Kiran Kumar, Dr. Prerana Nilesh Khairnar, 2024-06-28 Artificial Intelligence & Machine Learning the fundamentals, advancements, and practical applications of AI and ML. Covering key concepts, algorithms, and tools Readers with insights into machine learning models, neural networks, natural language processing, and computer vision. Suitable for beginners and professionals alike, the book balances theory and hands-on examples to equip readers with the skills needed to design intelligent systems. It delves into ethical considerations and future trends, offering a comprehensive overview for anyone interested in understanding or developing AI and ML technologies. |
ar mapping pokemon go: Augmented and Virtual Reality in Libraries Jolanda-Pieta van Arnhem, Christine Elliott, Marie Rose, 2018-05-24 Augmented and Virtual Reality in Libraries is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. Many current books on this topic have a very technological focus on augmentation and are aimed towards computer programmers with advanced technology skills. This book makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals without extensive technology backgrounds. This innovative title touches on possible implementation, projects, and assessment needs for both academic and public libraries, museums, and archives. |
ar mapping pokemon go: Navigating the Augmented and Virtual Frontiers in Engineering Siva Subramanian, R., Nalini, M., Aswini, J., 2024-07-22 In the ever-changing world of engineering, the confluence of Augmented Reality (AR) and Virtual Reality (VR) promises a revolutionary frontier; one that has the potential to remodel the fundamental fabric of our designed world. As our society approaches the genesis of a new age, the need for the study of this bourgeoning technology becomes clear. If harnessed properly, AR and VR have the capacity to revolutionize basic aspects of engineering methods. The combination of AR and VR can tackle the rising difficulties that engineers encounter in their design processes by providing improved tools for visualization and conceptualization. Navigating the Augmented and Virtual Frontiers in Engineering, is a thorough examination of the transformational impact of AR and VR in the vast field of engineering. This book explores the fundamental concepts, practical applications, and significant consequences of incorporating AR and VR technology into numerous engineering disciplines. It provides a comprehensive knowledge of how these immersive technologies are used in design processes, training simulations, maintenance procedures, and collaborative engineering projects. Covering topics such as asset management, geographic analysis, and sustainability, this book is an excellent resource for engineers, researchers, technological developers, postgraduate students, educators, academicians, and more. |
ar mapping pokemon go: The Facilitator's Guide to Immersive, Blended, and Hybrid Learning Cindy Huggett, 2022-12-13 In The Facilitator’s Guide to Immersive, Blended, and Hybrid Learning, veteran virtual trainer and learning tech maven Cindy Huggett examines the role of a facilitator in immersive, blended, and hybrid learning environments and offers cutting-edge insights and practical advice on how facilitators can make programs effective and engaging in any scenario. She introduces the new learning experience facilitator role and the skills needed to be successful in today’s modern learning environments. While the shift from traditional classrooms to immersive learning experiences (including immersive, blended, virtual, and hybrid) has exploded in recent years, the supporting technologies and techniques have been evolving over time and now include augmented, mixed, and virtual realities. In fact, immersive, blended, and hybrid learning have become the new reality of training. Cindy walks you through how to facilitate in each of these modalities, covering everything from technology needs to suggested modifications of activities. Throughout, she includes real-life examples of immersive, blended, augmented, virtual, and hybrid learning in action. And she asks the vital question: Is facilitation necessary in immersive learning experiences? The answer is yes, but to be successful, facilitators need to update their skills on an ongoing basis. Prepare yourself with the skills and knowledge to navigate the new world of learning and to make your facilitation shine. |
ar mapping pokemon go: Comprehensive Geographic Information Systems , 2017-07-21 Geographical Information Systems, Three Volume Set is a computer system used to capture, store, analyze and display information related to positions on the Earth’s surface. It has the ability to show multiple types of information on multiple geographical locations in a single map, enabling users to assess patterns and relationships between different information points, a crucial component for multiple aspects of modern life and industry. This 3-volumes reference provides an up-to date account of this growing discipline through in-depth reviews authored by leading experts in the field. VOLUME EDITORS Thomas J. Cova The University of Utah, Salt Lake City, UT, United States Ming-Hsiang Tsou San Diego State University, San Diego, CA, United States Georg Bareth University of Cologne, Cologne, Germany Chunqiao Song University of California, Los Angeles, CA, United States Yan Song University of North Carolina at Chapel Hill, Chapel Hill, NC, United States Kai Cao National University of Singapore, Singapore Elisabete A. Silva University of Cambridge, Cambridge, United Kingdom Covers a rapidly expanding discipline, providing readers with a detailed overview of all aspects of geographic information systems, principles and applications Emphasizes the practical, socioeconomic applications of GIS Provides readers with a reliable, one-stop comprehensive guide, saving them time in searching for the information they need from different sources |
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