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hal.structure.identifierTechnology and knowledge for interaction [LOKI]
hal.structure.identifierCentre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 [CRIStAL]
dc.contributor.authorCASIEZ, Géry
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
dc.contributor.authorGRANIER, Xavier
hal.structure.identifierPopular interaction with 3d content [Potioc]
dc.contributor.authorHACHET, Martin
hal.structure.identifierUniversité de Bordeaux [UB]
dc.contributor.authorLEPETIT, Vincent
hal.structure.identifierÉcole Centrale de Nantes [ECN]
hal.structure.identifierAmbiances, Architectures, Urbanités [AAU ]
hal.structure.identifier3D interaction with virtual environments using body and mind [Hybrid]
dc.contributor.authorMOREAU, Guillaume
hal.structure.identifierInstitut mediterranéen des sciences de l'information et de la communication [IMSIC]
dc.contributor.authorNANNIPIERI, Olivier
dc.contributor.editorBruno Arnaldi
dc.contributor.editorPascal Guitton
dc.contributor.editorGuillaume Moreau
dc.date.accessioned2023-05-12T10:50:53Z
dc.date.available2023-05-12T10:50:53Z
dc.date.issued2018-03-15
dc.identifier.isbn9781786301055
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/181821
dc.description.abstractEnThis chapter provides an overview of the current state of augmented reality (AR). It examines the questions of pose computation, which could be used to locate a user in an immersive room or to model the real world, interactions in AR, and the concept of presence in environments that combine real and virtual elements. The chapter describes important innovations in the field of 3D interaction over the last decade. While 3D interaction is less central to AR, its importance is rising nonetheless. From simple applications to visualize digital data that is superimposed on the natural view, RA systems today are offering users increasingly more refined interaction systems in order to enhance usage. The chapter overviews recent developments allowing users to easily and efficiently interact with 3D content displayed on tactile surfaces. In the current interfaces, a trend towards an integration of the interaction styles can be observed.
dc.language.isoen
dc.publisherISTE - Wiley
dc.source.titleVirtual Reality and Augmented Reality - Myths and Realities
dc.title.enTowards VE that are More Closely Related to the Real World
dc.typeChapitre d'ouvrage
dc.identifier.doi10.1002/9781119341031.ch4
dc.subject.halInformatique [cs]/Interface homme-machine [cs.HC]
dc.subject.halInformatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR]
bordeaux.volumechapitre 4
bordeaux.hal.laboratoriesLaboratoire Photonique, Numérique et Nanosciences (LP2N) - UMR 5298*
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionCNRS
hal.identifierhal-01735022
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-01735022v1
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.btitle=Virtual%20Reality%20and%20Augmented%20Reality%20-%20Myths%20and%20Realities&rft.date=2018-03-15&rft.volume=chapitre%204&rft.au=CASIEZ,%20G%C3%A9ry&GRANIER,%20Xavier&HACHET,%20Martin&LEPETIT,%20Vincent&MOREAU,%20Guillaume&rft.isbn=9781786301055&rft.genre=unknown


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