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Innovating with Augmented Reality: Applications in Education and Industry [Hardback]

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  • Formāts: Hardback, 188 pages, height x width: 234x156 mm, weight: 421 g, 92 Line drawings, black and white; 92 Illustrations, black and white
  • Izdošanas datums: 16-Dec-2021
  • Izdevniecība: Auerbach
  • ISBN-10: 1032008121
  • ISBN-13: 9781032008127
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  • Formāts: Hardback, 188 pages, height x width: 234x156 mm, weight: 421 g, 92 Line drawings, black and white; 92 Illustrations, black and white
  • Izdošanas datums: 16-Dec-2021
  • Izdevniecība: Auerbach
  • ISBN-10: 1032008121
  • ISBN-13: 9781032008127
Citas grāmatas par šo tēmu:
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, productcustomer 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 books 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.
Preface ix
Acknowledgments xv
Editors Biographies xvii
Contributors xix
1 Augmented Reality
1(28)
M. Lissa
V. Bhuvaneswari
1.1 Introduction to Augmented Reality
3(3)
1.2 How Augmented Reality Works with Technology
6(2)
1.3 Hardware Components to Power Augmented Reality
8(5)
1.4 Augmented Reality Business Applications
13(3)
1.5 Tools Available for Augmented Reality and Recognition
16(8)
1.6 Conclusion
24(1)
References
25(4)
2 Industry 4.0: Augmented and Virtual Reality in Education
29(24)
P. Bhanu Prasad
N. Padmaja
B. Satish Kumar
A. Aravind
2.1 Introduction
30(2)
2.2 Augmented Reality
32(12)
2.3 Virtual Reality
44(7)
2.4 Conclusion and Future Scope
51(1)
Acknowledgments
52(1)
References
52(1)
3 Augmented Reality Changing the Food and Beverage Industries
53(18)
D. Ramya Chitra
3.1 Introduction
54(1)
3.2 Applications of AR in the Food and Beverage Industries
55(4)
3.3 Technologies Used and Impact on Industries
59(5)
3.4 Conclusion and Future of Food
64(1)
Notes
65(1)
References
66(5)
4 Augmented Reality: A Boon for the Teaching and Learning Process
71(28)
G. Singaravelu
4.1 Introduction
73(1)
4.2 Augmented Reality
73(4)
4.3 Augmented Reality in Education
77(2)
4.4 Utilisation of AR in Education
79(4)
4.5 AR in Learning and Educational Domain
83(1)
4.6 Multidisciplinary Use of AR
84(1)
4.7 Place of AR in Classroom Learning
85(1)
4.8 Experiences of AR in the Classroom
86(3)
4.9 Place of Augmented Reality in Teaching
89(1)
4.10 Impact of AR
90(1)
4.11 Using AR for Learning and Development
91(5)
4.12 Future Augmented Reality in Education
96(1)
References
97(2)
5 New Horizons for Learning: Augmented Reality in Education
99(24)
P. Janardhana Kumar Reddy
5.1 Introduction
100(1)
5.2 Augmented Reality
101(2)
5.3 Directions of AR in Academic Environments
103(2)
5.4 Technologies for Augmented Reality
105(1)
5.5 Need and Significance of AR in Education
106(1)
5.6 National Education Policy 2019 and Implementation of AR
107(1)
5.7 Training to Faculty Members
108(2)
5.8 Planning and Administration for Implementation
110(2)
5.9 Augmented Reality Education Apps
112(1)
5.10 Augmented Reality Applications for Education
112(2)
5.11 Coordinated Utilization of AR Applications
114(4)
5.12 Reasons for using Augmented Reality in Learning
118(1)
5.13 Conclusion
119(1)
References
119(4)
6 Gamification for Education 5.0
123(20)
D. Ramya Chitra
6.1 Introduction
124(2)
6.2 Augmented Reality Games for Education
126(1)
6.3 Related Works
127(2)
6.4 General Software Tools for Gamification
129(1)
6.5 Case Studies and Tools for Gamification
130(8)
6.6 Conclusion
138(1)
Notes
139(1)
References
139(4)
7 Augmented Reality Apps: A Developer's Perception
143(18)
R. Balaji
7.1 Introduction
144(1)
7.2 What Is AR?
144(1)
7.3 AR/VR -- The Big Picture
145(1)
7.4 Augmented Reality Powered Devices
145(1)
7.5 Rules and Constraints to be Followed
146(2)
7.6 Augmented Reality Libraries
148(1)
7.7 Hardware ARCore Co-relation
149(1)
7.8 Mapping and Other Key Concepts
150(1)
7.9 Use Cases
151(1)
7.10 Development of a Simple Augmented Reality Application
152(8)
7.11 Conclusion
160(1)
References and Other Resources
160(1)
8 Modernized Healthcare Using Augmented Reality
161(18)
N.S. Sukanya
D. Kalaivani
P. Ranjit Jeba Thangaiah
8.1 Introduction
162(2)
8.2 AR Applications in Healthcare
164(4)
8.3 AR Technologies in the Healthcare Sector
168(5)
8.4 Conclusion and Future Scope
173(1)
Notes
174(1)
References
175(4)
Appendix 179(2)
Index 181
Prof. P. Kaliraj is the Vice-Chancellor of Bharathiar University, Coimbatore, India.



Prof. T. Devi is the dean of faculty of research at the Department of Computer Applications, Bharathiar University, Coimbatore, India.