|
|
|
|
LEADER |
04637nam a22005175i 4500 |
001 |
978-3-030-59965-2 |
003 |
DE-He213 |
005 |
20210623203246.0 |
007 |
cr nn 008mamaa |
008 |
201207s2020 gw | s |||| 0|eng d |
020 |
|
|
|a 9783030599652
|9 978-3-030-59965-2
|
024 |
7 |
|
|a 10.1007/978-3-030-59965-2
|2 doi
|
050 |
|
4 |
|a Q387-387.5
|
072 |
|
7 |
|a UYQE
|2 bicssc
|
072 |
|
7 |
|a COM025000
|2 bisacsh
|
072 |
|
7 |
|a UYQE
|2 thema
|
082 |
0 |
4 |
|a 006.33
|2 23
|
100 |
1 |
|
|a Flotyński, Jakub.
|e author.
|4 aut
|4 http://id.loc.gov/vocabulary/relators/aut
|
245 |
1 |
0 |
|a Knowledge-Based Explorable Extended Reality Environments
|h [electronic resource] /
|c by Jakub Flotyński.
|
250 |
|
|
|a 1st ed. 2020.
|
264 |
|
1 |
|a Cham :
|b Springer International Publishing :
|b Imprint: Springer,
|c 2020.
|
300 |
|
|
|a XVI, 268 p. 92 illus., 44 illus. in color.
|b online resource.
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
347 |
|
|
|a text file
|b PDF
|2 rda
|
505 |
0 |
|
|a 1. Introduction -- 2 Extended Reality Environments -- 3. Knowledge Representation with Logical Systems -- 4. Ontology-Based Creation of Extended Reality -- 5 E-XR: Explorable Extended Reality Environments -- 6. E-XR Visual Knowledge-Based Behavior Model -- 7. E-XR Semantic Link Model -- 8. E-XR Development Pipeline of Explorable Environments -- 9. E-XR Exploration Methods -- 10. E-XR Development Tools for Explorable Environments -- 11. Applications of E-XR -- 12. Evaluation of E-XR -- 13 Conclusion.
|
520 |
|
|
|a This book presents explorable XR environments—their rationale, concept, architectures as well as methods and tools for spatial-temporal composition based on domain knowledge, including geometrical, presentational, structural and behavioral elements. Explorable XR environments enable monitoring, analyzing, comprehending, examining and controlling users’ and objects’ behavior and features as well as users’ skills, experience, interests and preferences. The E-XR approach proposed in this book relies on two main pillars. The first is knowledge representation technologies, such as logic programming, description logics and the semantic web, which permit automated reasoning and queries. The second is imperative programming languages, which are a prevalent solution for building XR environments. Potential applications of E-XR are in a variety of domains, e.g., education, training, medicine, design, tourism, marketing, merchandising, engineering and entertainment. The book’s readers will understand the emerging domain of explorable XR environments with their possible applications. Special attention is given to an in-depth discussion of the field with taxonomy and classification of the available related solutions. Examples and design patterns of knowledge-based composition and exploration of XR behavior are provided, and an extensive evaluation and analysis of the proposed approach is included. This book helps researchers in XR systems, 3D modeling tools and game engines as well as lecturers and students who search for clearly presented information supported by use cases. For XR and game programmers as well as graphic designers, the book is a valuable source of information and examples in XR development. Professional software and web developers may find the book interesting as the proposed ideas are illustrated by rich examples demonstrating design patterns and guidelines in object-oriented, procedural and declarative programming.
|
650 |
|
0 |
|a Knowledge representation (Information theory) .
|
650 |
|
0 |
|a User interfaces (Computer systems).
|
650 |
|
0 |
|a Artificial intelligence.
|
650 |
|
0 |
|a Application software.
|
650 |
1 |
4 |
|a Knowledge based Systems.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I21030
|
650 |
2 |
4 |
|a User Interfaces and Human Computer Interaction.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I18067
|
650 |
2 |
4 |
|a Artificial Intelligence.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I21000
|
650 |
2 |
4 |
|a Computer Applications.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I23001
|
710 |
2 |
|
|a SpringerLink (Online service)
|
773 |
0 |
|
|t Springer Nature eBook
|
776 |
0 |
8 |
|i Printed edition:
|z 9783030599645
|
776 |
0 |
8 |
|i Printed edition:
|z 9783030599669
|
776 |
0 |
8 |
|i Printed edition:
|z 9783030599676
|
856 |
4 |
0 |
|u https://doi.org/10.1007/978-3-030-59965-2
|
912 |
|
|
|a ZDB-2-SCS
|
912 |
|
|
|a ZDB-2-SXCS
|
950 |
|
|
|a Computer Science (SpringerNature-11645)
|
950 |
|
|
|a Computer Science (R0) (SpringerNature-43710)
|