Sony Playstation Vr: Learning the Basics

Sony Playstation Vr: Learning the Basics
Author: Bill Stonehem
Publisher: First Rank Publishing
Total Pages: 16
Release: 2016-08-09
Genre: Computers
ISBN:

Sony Interactive Entertainment LLC has released the latest in Virtual Reality gear. This newest phenomenon, Sony PlayStation VR, brings the art of gaming to life. The new VR which is scheduled to be released in October of 2016 was created to enhance the gaming experience for owners of PlayStation 4. The reviews to date have lauded the company and the device itself for its appeal to the more modern era with its attention to detail and innovation.

Google Daydream VR: Learning the Basics

Google Daydream VR: Learning the Basics
Author: Bill Stonehem
Publisher: First Rank Publishing
Total Pages: 14
Release: 2016-07-27
Genre: Computers
ISBN:

Daydream is a new virtual reality platform that has been developed by Google Inc. It was initially introduced at the Google I/O in 2016 and is scheduled to be released in November of 2016. The platform is made to be contained in the Android operating system beginning with the Android 7 Nougat system. This platform will include software and hardware specifications with the compatible devices referred to as Daydream-Ready. It is the successor to Google Cardboard This book will cover many of the details of the Daydream platform to adequately inform the reader on all they need to know.

Communication Technology Update and Fundamentals

Communication Technology Update and Fundamentals
Author: August E. Grant
Publisher: Taylor & Francis
Total Pages: 583
Release: 2018-06-13
Genre: Technology & Engineering
ISBN: 1351334638

For three decades, Communication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as what’s in store for the future. The secret to the longevity is simple—every two years, the book is completely rewritten to ensure that it contains the latest developments in mass media, computers, consumer electronics, networking, and telephony. Plus, the book includes the Fundamentals: the first five chapters explain the communication technology ecosystem, the history, structure, and regulations. The chapters are written by experts who provide snapshots of the state of each individual field. Together, these updates provide a broad overview of these industries, as well as the role communication technologies play in our everyday lives. In addition to substantial updates to each chapter, the 16th edition includes: First-ever chapters on Virtual/Augmented Reality and eSports. Updated user data in every chapter. Overview of industry structure, including recent and proposed mergers and acquisitions Suggestions on how to get a job working with the technologies discussed. The companion website, www.tfi.com/ctu, offers updated information on the technologies covered in this text, as well as links to other resources.

Advanced Computational Intelligence Techniques for Virtual Reality in Healthcare

Advanced Computational Intelligence Techniques for Virtual Reality in Healthcare
Author: Deepak Gupta
Publisher: Springer Nature
Total Pages: 241
Release: 2019-12-11
Genre: Technology & Engineering
ISBN: 3030352528

This book addresses the difficult task of integrating computational techniques with virtual reality and healthcare. It discusses the use of virtual reality in various areas, such as healthcare, cognitive and behavioural training, understanding mathematical graphs, human–computer interaction, fluid dynamics in healthcare industries, accurate real-time simulation, and healthcare diagnostics. Presenting the computational techniques for virtual reality in healthcare, it is a valuable reference resource for professionals at educational institutes as well as researchers, scientists, engineers and practitioners in industry.

Innovative Technologies and Learning

Innovative Technologies and Learning
Author: Lisbet Rønningsbakk
Publisher: Springer Nature
Total Pages: 864
Release: 2019-11-25
Genre: Education
ISBN: 3030353435

This book constitutes the refereed proceedings of the Second International Conference on Innovative Technologies and Learning, ICITL 2019, held in Tromsø, Norway, in December 2019. The 85 full papers presented together with 4 short papers were carefully reviewed and selected from 189 submissions. The papers are organized in the following topical sections: application and design of innovative learning software; artificial intelligence and data mining in education; augmented and virtual reality in education; computational thinking in education; design and framework of learning systems; educational data analytics techniques and adaptive learning applications; evaluation, assessment and test; innovative learning in education; mobile learning; new perspectives in education; online course and web-based environment; pedagogies to innovative technologies; social media learning; technologies enhanced language learning; and technology and engineering education.

Processing for Android

Processing for Android
Author: Andrés Colubri
Publisher: Apress
Total Pages: 391
Release: 2017-11-02
Genre: Computers
ISBN: 1484227190

Learn how to use the Processing programming language and environment to create Android applications with ease. This book covers the basics of the Processing language, allowing users to effectively program interactive graphics in 2D and 3D. It also details the application of these techniques to different types of Android devices (smartphones, tablets, wearables and smartwatches). Processing for Android walks you through the steps of taking an initial idea to a final app. With this book, you will be able to write engaging apps with interactive visuals driven by motion and location information obtained from the device’s sensors; including health data from the wearer, like step count and heart rate. An advantage of Processing for Android over more complex programming environments is the ability for users to focus on the interactions and visual output of their code rather than in the implementation details of the Android platform. This book goes through a comprehensive series of hand-on projects, ranging from simple sketches to more complex projects involving sensors and integration with larger apps. It also covers important aspects such as exporting your Processing projects as signed apps are ready to upload to the Google Play store and be share with the world! What You'll Learn Write apps and live wallpapers for smartphones and tablets Design and implement interactive watch faces Create Virtual Reality experiences for Cardboard devices Integrate Processing sketches into larger apps and Android Studio Export projects as completed apps ready to distribute through Google Play Store Who This Book Is For Artists, designers, students, researchers, and hobbyists who are not necessarily Android experts, but are looking to write mobile apps that make creative use of interactive graphics, sensor data, and virtual reality.

Fundamentals of 6G Communications and Networking

Fundamentals of 6G Communications and Networking
Author: Xingqin Lin
Publisher: Springer Nature
Total Pages: 754
Release: 2024-01-12
Genre: Technology & Engineering
ISBN: 3031379209

This book begins with a historical overview of the evolution of mobile technologies and addresses two key questions: why do we need 6G? and what will 6G be? The remaining chapters of this book are organized into three parts: Part I covers the foundation of an end-to-end 6G system by presenting 6G vision, driving forces, key performance indicators, and societal requirements on digital inclusion, sustainability, and intelligence. Part II presents key radio technology components for the 6G communications to deliver extreme performance, including new radio access technologies at high frequencies, joint communications and sensing, AI-driven air interface, among others. Part III describes key enablers for intelligent 6G networking, including network disaggregation, edge computing, data-driven management and orchestration, network security and trustworthiness, among others. This book is relevant to researchers, professionals, and academics working in 5G/6G and beyond.

Learning Virtual Reality

Learning Virtual Reality
Author: Tony Parisi
Publisher: "O'Reilly Media, Inc."
Total Pages: 171
Release: 2015-10-26
Genre: Computers
ISBN: 149192280X

Annotation Get an introduction to the technologies, tools, and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, you'll learn essential development and production concepts, including UI design, stereo rendering, 3D input, and programming VR applications for native desktop, mobile and the web. You don't have to be a game development wizard or have 3D graphics experience to get started. If you have basic programming skills and some familiarity with mobile development, this book will help you gain a working knowledge of virtual reality through clear and simple examples.

How Learning Works

How Learning Works
Author: Susan A. Ambrose
Publisher: John Wiley & Sons
Total Pages: 336
Release: 2010-04-16
Genre: Education
ISBN: 0470617608

Praise for How Learning Works "How Learning Works is the perfect title for this excellent book. Drawing upon new research in psychology, education, and cognitive science, the authors have demystified a complex topic into clear explanations of seven powerful learning principles. Full of great ideas and practical suggestions, all based on solid research evidence, this book is essential reading for instructors at all levels who wish to improve their students' learning." —Barbara Gross Davis, assistant vice chancellor for educational development, University of California, Berkeley, and author, Tools for Teaching "This book is a must-read for every instructor, new or experienced. Although I have been teaching for almost thirty years, as I read this book I found myself resonating with many of its ideas, and I discovered new ways of thinking about teaching." —Eugenia T. Paulus, professor of chemistry, North Hennepin Community College, and 2008 U.S. Community Colleges Professor of the Year from The Carnegie Foundation for the Advancement of Teaching and the Council for Advancement and Support of Education "Thank you Carnegie Mellon for making accessible what has previously been inaccessible to those of us who are not learning scientists. Your focus on the essence of learning combined with concrete examples of the daily challenges of teaching and clear tactical strategies for faculty to consider is a welcome work. I will recommend this book to all my colleagues." —Catherine M. Casserly, senior partner, The Carnegie Foundation for the Advancement of Teaching "As you read about each of the seven basic learning principles in this book, you will find advice that is grounded in learning theory, based on research evidence, relevant to college teaching, and easy to understand. The authors have extensive knowledge and experience in applying the science of learning to college teaching, and they graciously share it with you in this organized and readable book." —From the Foreword by Richard E. Mayer, professor of psychology, University of California, Santa Barbara; coauthor, e-Learning and the Science of Instruction; and author, Multimedia Learning

HCI International 2021 - Posters

HCI International 2021 - Posters
Author: Constantine Stephanidis
Publisher: Springer Nature
Total Pages: 665
Release: 2021-07-03
Genre: Computers
ISBN: 3030786455

The three-volume set CCIS 1419, CCIS 1420, and CCIS 1421 contains the extended abstracts of the posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The posters presented in these three volumes are organized in topical sections as follows: Part I: ​HCI theory and methods; perceptual, cognitive and psychophisiological aspects of interaction; designing for children; designing for older people; design case studies; dimensions of user experience; information, language, culture and media. Part II: ​interaction methods and techniques; eye-tracking and facial expressions recognition; human-robot interaction; virtual, augmented and mixed reality; security and privacy issues in HCI; AI and machine learning in HCI. Part III: ​interacting and learning; interacting and playing; interacting and driving; digital wellbeing, eHealth and mHealth; interacting and shopping; HCI, safety and sustainability; HCI in the time of pandemic.