Author: Poh Yee Tan
This project provides the public with an attractive and interactive interior design application using Augmented Reality. Nowadays, there are a lot of people familiar with the computer system and communication technologies. Hence this exploring the prospect of a new form of Virtual Reality (VR) application called Augmented Reality (AR) technology develops more rapidly. Augmented reality is a field of research which deals with the combination of real-world and virtual environment. It is an environment that applies between virtual reality and real environment. There are several problems induce me to create an interior design application in AR. Nowadays, people are busy with their work. People are no time to go to various stores to buy furniture for their home, shop or office. There is difficult to fulfil the customers contentment of decorate their room without imaginary picture to refer. Printed furniture catalog is basically a paper based information with lots of texts and images which does not provide any interaction for the user. And people can"t view a better graphics of visualization because the design layout is statically presented on papers. Due to that, AR and 3D technology must be applied into interior design area. It is an application which includes furniture and furnishings will develop in three-dimensional surface of object and present by using augmented reality. It will perform the interactive and attract the attention from the public. In this project, I choose Waterfall methodology as a guideline to develop my product throughout this project. By having a methodology, I can carry out my project successfully. As we know, augmented reality technology is still new in our country, but it is a fact that AR technologies would potentially to be the future technology trend to the public.
Author: Jason Jerald
Publisher: Morgan & Claypool
Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.
Author: Kuang-Hua Chang
Publisher: Academic Press
e-Design: Computer-Aided Engineering Design, Revised First Edition is the first book to integrate a discussion of computer design tools throughout the design process. Through the use of this book, the reader will understand basic design principles and all-digital design paradigms, the CAD/CAE/CAM tools available for various design related tasks, how to put an integrated system together to conduct All-Digital Design (ADD), industrial practices in employing ADD, and tools for product development. Comprehensive coverage of essential elements for understanding and practicing the e-Design paradigm in support of product design, including design method and process, and computer based tools and technology Part I: Product Design Modeling discusses virtual mockup of the product created in the CAD environment, including not only solid modeling and assembly theories, but also the critical design parameterization that converts the product solid model into parametric representation, enabling the search for better design alternatives Part II: Product Performance Evaluation focuses on applying CAE technologies and software tools to support evaluation of product performance, including structural analysis, fatigue and fracture, rigid body kinematics and dynamics, and failure probability prediction and reliability analysis Part III: Product Manufacturing and Cost Estimating introduces CAM technology to support manufacturing simulations and process planning, sheet forming simulation, RP technology and computer numerical control (CNC) machining for fast product prototyping, as well as manufacturing cost estimate that can be incorporated into product cost calculations Part IV: Design Theory and Methods discusses modern decision-making theory and the application of the theory to engineering design, introduces the mainstream design optimization methods for both single and multi-objectives problems through both batch and interactive design modes, and provides a brief discussion on sensitivity analysis, which is essential for designs using gradient-based approaches Tutorial lessons and case studies are offered for readers to gain hands-on experiences in practicing e-Design paradigm using two suites of engineering software: Pro/ENGINEER-based, including Pro/MECHANICA Structure, Pro/ENGINEER Mechanism Design, and Pro/MFG; and SolidWorks-based, including SolidWorks Simulation, SolidWorks Motion, and CAMWorks. Available on the companion website http://booksite.elsevier.com/9780123820389
Author: Michael J. Smith, Richard John Koubek, Gavriel Salvendy, Don Harris
Publisher: CRC Press
This three volume set provides the complete proceedings of the Ninth International Conference on Human-Computer Interaction held August, 2001 in New Orleans. A total of 2,738 individuals from industry, academia, research institutes, and governmental agencies from 37 countries submitted their work for presentation at the conference. The papers address the latest research and application in the human aspects of design and use of computing systems. Those accepted for presentation thoroughly cover the entire field of human-computer interaction, including the cognitive, social, ergonomic, and health aspects of work with computers. The papers also address major advances in knowledge and effective use of computers in a variety of diversified application areas, including offices, financial institutions, manufacturing, electronic publishing, construction, and health care.
Author: Scott Highton
Publisher: Virtual Reality Photography
A reference book on the art and techniques of virtual reality photography by one of the pioneers in the field, Scott Highton.The book includes sections on Photography Basics, Panoramic VR Imaging, Object VR Imaging, and Business Practices.Intended audience includes both professional and amateur photographers, as well as multimedia authors and designers.
Author: Lucio Tommaso De Paolis, Antonio Mongelli
This book constitutes the refereed proceedings of the Second International Conference on Augmented and Virtual Reality, AVR 2015, held in Lecce, Italy, in September 2015. The 32 papers and 8 short papers presented were carefully reviewed and selected from 82 submissions. The SALENTO AVR 2015 conference brings together a community of researchers from academia and industry, computer scientists, engineers, and physicians in order to share points of views, knowledge, experiences, and scientific and technical results related to state-of-the-art solutions and technologies on virtual and augmented reality applications for medicine, cultural heritage, education, industrial sectors, as well as the demonstration of advanced products and technologies.
Author: Maureen Mitton
Publisher: John Wiley & Sons
A newly updated and comprehensive guide to all aspects of visual design From doing a quick sketch to producing a fully rendered model, the ability to create visual representations of designs is a critical skill for every designer. Interior Design Visual Presentation, Fifth Edition offers thorough coverage of interior design communication used throughout the design process, complete with a broad range of real-world examples. This fully updated handbook presents a full range of styles and techniques used for interior design visual communication, from hand drawing to 3D computer modeling. Its accessible, how-to approach guides you through a variety of methods for executing creative and successful design graphics, models, and presentations. Recognizing the ongoing proliferation of digital tools for visual representation, this edition provides the latest information on software used in presentation such as Photoshop, and SketchUp, and covers the integration of Revit, and AutoCAD generated content into design presentations. • Covers all aspects of visual design and presentation for interior designers • Includes color illustrations that feature a wide range of project types including residential, healthcare and public projects, designed to highlight step-by-step instructions • Provides a discussion of incorporation of 3D digital models into presentations including use in virtual reality, and expanded information on scale models including a discussion of 3D printing • Includes a companion website for instructors, featuring PowerPoint lecture slides and an instructor's manual From traditional to cutting-edge techniques, Interior Design Visual Presentation, Fifth Edition gives students and professionals alike the tools to give life to their design vision.
Author: Stephen Verderber
Innovations in Behavioural Health Architecture is the most comprehensive book written on this topic in more than 40 years. It examines the ways in which healthcare architecture can contribute, as a highly valued informational and reference source, to the provision of psychiatric and addictive disorder treatment in communities around the world. It provides an overview of the need for a new generation of progressively planned and designed treatment centres – both inpatient and outpatient care environments – and the advantages, challenges, and opportunities associated with meeting the burgeoning need for treatment settings of this type. Additional chapters address the specifics of geriatric psychiatry and its architectural ramifications in light of the rapid aging of societies globally and provide a comprehensive compendium of planning and design considerations for these places in both inpatient and outpatient care contexts. Finally, the book presents an expansive and fully illustrated set of international case studies that express state-of-the-art advancements in architecture for behavioural healthcare.
Author: Keera Ashton
When Dan Currya psychologist, astrologist, and doctorand detectives Frank Incontro and Malcolm Cleary enter into Kimille Tamras 3-D virtual reality worlds, they begin investigating Dans clients and their astrology and numerology and their past lives charts for their malefic and debilitated planets and lifes purposes. This is because theres a murderer out there in Los Angeles and some of Dans clients are also authors having used Kimille Tamras ghost writing services, so their astrology charts and numerology charts are under investigation for their lifes purpose incarnation and past-lives incarnation, which may shed some light and may reveal the murderer at the same time. Frank admires Kimilles expensive glitter ball trophy taste with neutral shades of coffee and marshmallow soft creams, sophisticated grays, and silver with spills of gold into the shiny-copper grandeur palette bouncing off each other with light and bright, sparkling interior designs of spots-and-stripes decoration in her plush office thats so clean and fresh, like a glam New York store. Kimille, being the show boat grandstander, sees that Franks impressed. First you gotta dazzle em, she says. Frank smiles, liking her humor, and he starts to flick through Kimille Tamras portfolio catalogue of manuscripts and plots and synopses displayed on the glass table for her clients to browse through. The portfolio gives Kimilles clients an idea of the type of story they want to publish, and they have an option to view their choice on a book-to-screen 3-D virtual reality disc as the author. Kimille reveals to Frank that shes a devil. After Frank enters into the book-to-screen 3-D virtual reality, he investigates many astrology murder charts and experiences many different time travels, flying around the planets in space and through the portals leading into other worlds, making friends along the way with different species, falling in love, and weaving in and out of portals and different past lifetimes and force fields. He experiences different realities and body vessels, not all of which are human but of another species, and when it finishes, he does not want to lose the love he found as their characters, Colin and Lauren, in their 3-D virtual reality to end. And being so bedazzled and wowed by Kimille, an expert businesswoman, in her field, he plucks up the courage to ask Kimille out for a date.
Author: Tony Parisi
Publisher: "O'Reilly Media, Inc."
Author: Constantine Stephanidis
The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.
Author: Tilanka Chandrasekera
The aim of the study is to investigate how VR and AR interfaces affect the creative design process in design education. Theories from cognitive psychology, information sciences, and design cognition are provide an explanatory mechanism to indicate that epistemic action reduces cognitive load, thereby reducing fixation in the design process and enhancing the creative design process. Thirty undergraduate design students were randomly divided into two groups that used AR or VR to complete a simple project that required students to design the interior of an office. Mixed qualitative and quantitative methods were used. A linkography protocol was used to understand the effect of different interfaces on the creative design process and a questionnaire was administered to examine the effect of user characteristics on the creative design process. Results of the study indicated that AR interfaces tend to encourage more epistemic actions during the design process than the VR interfaces. Epistemic actions were found to reduce the cognitive load thereby reducing fixation in the creative design process. From calculating entropy of the design process, AR appeared to provide a more conducive environment for creativity than VR. The second part of the study focuses on how individual characteristics of the students moderate the effect of technology traits in enhancing the creative design process. Learner preferences were analyzed through learning styles and technology acceptance was measured to understand how different learning styles affect technology acceptance of the two media types of AR and VR. The theoretical background suggests that perceived ease of use correlates with creativity. Hence, learner preferences were hypothesized to affect the use of different types of media in the creative design process. The results did not indicate that learner preferences affected the creative design process but did support the conclusion that certain user preferences lead to higher acceptance levels for technology.
Author: Mitch McCaffrey
Publisher: Addison-Wesley Professional
This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. “With his YouTube channel, Mitch’s VR Lab, Mitch has helped thousands of people understand the foundations of locomotion and interaction mechanics with clear and concise UE4 videos. I’m thrilled that he has taken the time to bring all his knowledge and experience in working with Unreal Engine and Virtual Reality to the Unreal® Engine VR Cookbook…. Mitch is uniquely qualified to share this book with the world.” —Luis Cataldi, Unreal Engine Education, Epic Games, Inc. For game developers and visualization specialists, VR is the next amazing frontier to conquer—and Unreal Engine 4 is the ideal platform to conquer it with. Unreal ® Engine VR Cookbook is your complete, authoritative guide to building stunning experiences on any Unreal Engine 4-compatible VR hardware. Renowned VR developer and instructor Mitch McCaffrey brings together best practices, common interaction paradigms, specific guidance on implementing these paradigms in Unreal Engine, and practical guidance on choosing the right approaches for your project. McCaffrey’s tested “recipes” contain step-by-step instructions, while empowering you with concise explanations of the underlying theory and math. Whether you’re creating first-person shooters or relaxation simulators, the techniques McCaffrey explains help you get immediate results, as you gain “big picture” knowledge and master nuances that will help you succeed with any genre or project. Understand basic VR concepts and terminology Implement VR logic with Blueprint visual scripting Create basic VR projects with Oculus Rift, HTC Vive, Gear VR, Google VR, PSVR, and other environments Recognize and manage differences between seated and standing VR experiences Set up trace interactions and teleportation Work with UMG and 2D UIs Implement character inverse kinematics (IK) for head and hands Define effective motion controller interaction Help users avoid motion sickness Optimize VR applications Explore the VR editor, community resources, and more If you’re ready to master VR on Unreal Engine 4, this is the practical resource you’ve been searching for! Register your product at informit.com/register for convenient access to downloads, updates, and corrections as they become available.