Augmented (AR) and Virtual Reality (VR) technologies are increasingly being used in manufacturing processes. These use real and simulated objects to create a simulated environment that can be used to enhance the design and manufacturing processes.
Virtual Reality and Augmented Reality Applications in Manufacturing is written by experts from the world s leading institutions working in virtual manufacturing and gives the state of the art of the field.
- Chapters covering the state of the art in VR and AR technology and how these technologies can be applied to manufacturing.
- The latest findings in key areas of AR and VR application to manufacturing.
- The results of recent cross-disciplinary research projects in the US and Europe showing application solutions of AR and VR technology in real industrial settings.
Virtual Reality and Augmented Reality Applications in Manufacturing will be of interest to all engineers wishing to keep up-to-date with technologies that have the potential to revolutionize manufacturing processes over the next few years."
This book is the fruit of many years of experience on the creation of synthetic worldsandvirtualrealities.Ourgoalistotransmitthisexperiencetostudents and ease the learning curve required to master the creation of Virtual Reality (VR) applications. We start by providing some brief answers to key questions such as: where did VR come from? what are the main concepts that help us understand this research ?eld? what are the current VR trends? and last but not least, how can we create virtual worlds? Throughout the book we consider the terms virtual environment, v- tualworld and VRapplication asequivalentconcepts: computer-generated environments mainly composed of interactive computer graphics, designed to physically and/or psychologically immerse one or more users in an alternative reality. The ?rst part of the book makes a review of the basic theoretical and practical concepts involved in the visual aspect of virtual environments. We startbypresentingthebasicmathematicalfoundationsforthesynthesisof3D graphics, includingbasicmodelingandrenderingtechniques.Acomprehensive review of the state of the art of computer animation closes this part."
Virtual reality has been a major influence in the development of information organization and management. Furthermore, it has also changed the process of designing information systems to make them more suitable for required applications. This book covers a wide range of applications of virtual reality and developments occurring in this field. The book discusses the applications of virtual reality in varied fields such as robot technology, industry and construction, and multimedia technology. This book will be beneficial for readers interested in learning more about the field of virtual reality.
This monograph originates from my work on the HAPTEX project. In - cember 2004 Prof. Franz-Erich Wolter, the head of the Institute of Man- Machine Communication of the Leibniz Universit. at Hannover, o?ered me the opportunity to participate in that EU funded project. Being a mat- matician I had only very little experience in the ?eld of haptic simulation in those days, but Prof. Wolter trusted in my ability to become acquainted with new ?elds of research in a very short time. I am still thankful for the con?dence he has shown me. Since then I indeed learned and found out a lot. With this monograph I try to pass on the knowledge I gained. Having a reader in mind who-like me at the beginning of the project-has no background in psychophysics, neurophysiologyortextileengineeringIwillprovidethenecessarybasics.The skilled reader may safely skip these parts. Nevertheless I presume some basic knowledge in mathematics. I hope that this thesis might help a newcomer to discover the fascinating ?eld of tactile simulation. This workwouldnot havebeen possible without the funding of the project "HAPtic sensing of virtual TEXtiles" (HAPTEX) under the Sixth Fra- work Programme (FP6) of the European Union (Contract No. IST-6549).
This is the first ever book on augmented reality art. It is written by a team of world-leading artists, researchers and practitioners, pioneering in the use of augmented reality technology as a novel artistic medium. The book explores a wide range of major aspects of augmented reality art and its enabling technology. It is intended to be a starting point and essential reading not only for artists, researchers and technology developers, but also for students (both graduates and undergraduates) and everyone who is interested in emerging augmented reality technology and its current and future applications in art.
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