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In den WarenkorbZustand: Como nuevo. : Este libro de texto proporciona los fundamentos teóricos y prácticos necesarios para implementar o ampliar sistemas de realidad virtual y aumentada (RV/RA) de forma independiente. Sirve a los estudiantes como una lectura complementaria ilustrativa para cursos que tratan sobre RV/RA, entre otros, en los campos de la informática, los medios de comunicación o las ciencias naturales y de la ingeniería. Gracias a su estructura modular, el volumen también es adecuado para el autoaprendizaje y puede utilizarse además como obra de consulta. EAN: 9783642289026 Tipo: Libros Categoría: Tecnología|Educación Título: Virtual und Augmented Reality (VR / AR) Autor: Ralf Dörner| Wolfgang Broll| Paul Grimm| Bernhard Jung Editorial: Springer Vieweg Idioma: de Páginas: 368 Formato: tapa blanda.
Verlag: Cham, Springer International Publishing., 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Sprache: Englisch
Anbieter: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Deutschland
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In den Warenkorb23.5 cm x 15.5 cm, 0 g. XVI, 421 p. Hardcover. Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Sprache: Englisch.
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In den WarenkorbZustand: New. This is a Brand-new US Edition. This Item may be shipped from US or any other country as we have multiple locations worldwide.
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In den WarenkorbZustand: New.
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In den WarenkorbPAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
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In den WarenkorbPAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
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In den WarenkorbZustand: New. In English.
Verlag: Berlin/Heidelberg, Springer Vieweg., 2013
ISBN 10: 3642289029 ISBN 13: 9783642289026
Sprache: Deutsch
Anbieter: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Deutschland
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In den Warenkorb24 cm. XV, 351 S., Ill., graph. Darst. Broschur. Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Gestempelt. eXamen.press. Sprache: Deutsch.
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
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In den WarenkorbZustand: New. In.
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In den WarenkorbZustand: NEW.
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In den WarenkorbPaperback. Zustand: Brand New. 439 pages. 9.25x6.10x1.02 inches. In Stock.
Verlag: Springer International Publishing AG, 2016
ISBN 10: 3319461516 ISBN 13: 9783319461519
Sprache: Englisch
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In den WarenkorbZustand: New. Editor(s): Dorner, Ralf; Gobel, Stefan; Kickmeier-Rust, Michael; Masuch, Maic; Zweig, Katharina A. Series: Lecture Notes in Computer Science. Num Pages: 541 pages, 96 black & white illustrations, biography. BIC Classification: UDX; UML; UYZG. Category: (P) Professional & Vocational. Dimension: 235 x 155 x 28. Weight in Grams: 836. . 2016. 1st ed. 2016. paperback. . . . . Books ship from the US and Ireland.
Verlag: Springer-Verlag New York Inc, 2016
ISBN 10: 3319461516 ISBN 13: 9783319461519
Sprache: Englisch
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
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In den WarenkorbPaperback. Zustand: Brand New. 552 pages. 9.30x6.20x1.25 inches. In Stock.
Verlag: Springer-Nature New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Sprache: Englisch
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
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In den WarenkorbZustand: New. In.
Verlag: Springer International Publishing, Springer International Publishing Okt 2016, 2016
ISBN 10: 3319461516 ISBN 13: 9783319461519
Sprache: Englisch
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In den WarenkorbTaschenbuch. Zustand: Neu. Neuware -The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 552 pp. Englisch.
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In den WarenkorbZustand: New. 2018. Paperback. . . . . . Books ship from the US and Ireland.
Verlag: Springer-Nature New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Sprache: Englisch
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In den WarenkorbZustand: very good. Gut/Very good: Buch bzw. Schutzumschlag mit wenigen Gebrauchsspuren an Einband, Schutzumschlag oder Seiten. / Describes a book or dust jacket that does show some signs of wear on either the binding, dust jacket or pages.
Verlag: Springer International Publishing, 2022
ISBN 10: 3030790614 ISBN 13: 9783030790615
Sprache: Englisch
Anbieter: Buchpark, Maidenhead, Berkshire, Vereinigtes Königreich
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In den WarenkorbZustand: Fine. Condition: Fine | Pages: 440 | Language: English | Product Type: Books.
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
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In den WarenkorbZustand: New. In.
Verlag: Springer, Berlin|Springer International Publishing|Springer Berlin Heidelberg|Springer, 2021
ISBN 10: 3030790614 ISBN 13: 9783030790615
Sprache: Englisch
Anbieter: moluna, Greven, Deutschland
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In den WarenkorbZustand: New. This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate an.
Verlag: Springer International Publishing, 2016
ISBN 10: 3319461516 ISBN 13: 9783319461519
Sprache: Englisch
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
EUR 53,49
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In den WarenkorbTaschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
Verlag: Springer International Publishing, 2022
ISBN 10: 3030790614 ISBN 13: 9783030790615
Sprache: Englisch
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
EUR 64,19
Währung umrechnenAnzahl: 1 verfügbar
In den WarenkorbTaschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques.Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study.Instructors are provided with extensive materials for creating courses as well as a foundational text upon whichto build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
Verlag: Springer International Publishing, Springer International Publishing Jun 2018, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
Sprache: Englisch
Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschland
EUR 69,54
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In den WarenkorbTaschenbuch. Zustand: Neu. Neuware -This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics andterminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as ¿Introduction to Serious Games¿, ¿Entertainment Technology¿, ¿Serious Game Design¿, ¿Game-based Learning¿, and ¿Applications of Serious Games¿.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 440 pp. Englisch.
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 104,30
Währung umrechnenAnzahl: 1 verfügbar
In den WarenkorbPaperback. Zustand: Brand New. 439 pages. 9.25x6.10x1.02 inches. In Stock.
Verlag: Springer International Publishing, Springer International Publishing, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
Sprache: Englisch
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
EUR 69,54
Währung umrechnenAnzahl: 1 verfügbar
In den WarenkorbTaschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics andterminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as 'Introduction to Serious Games', 'Entertainment Technology', 'Serious Game Design', 'Game-based Learning', and 'Applications of Serious Games'.
Verlag: Springer International Publishing, Springer International Publishing Sep 2016, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Sprache: Englisch
Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschland
EUR 96,29
Währung umrechnenAnzahl: 2 verfügbar
In den WarenkorbBuch. Zustand: Neu. Neuware -This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics andterminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as ¿Introduction to Serious Games¿, ¿Entertainment Technology¿, ¿Serious Game Design¿, ¿Game-based Learning¿, and ¿Applications of Serious Games¿.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 440 pp. Englisch.
Verlag: Springer International Publishing, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Sprache: Englisch
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
EUR 96,29
Währung umrechnenAnzahl: 1 verfügbar
In den WarenkorbBuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics andterminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as 'Introduction to Serious Games', 'Entertainment Technology', 'Serious Game Design', 'Game-based Learning', and 'Applications of Serious Games'.
Verlag: Springer-Verlag New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Sprache: Englisch
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 141,22
Währung umrechnenAnzahl: 2 verfügbar
In den WarenkorbHardcover. Zustand: Brand New. 440 pages. 9.50x6.50x1.25 inches. In Stock.
Verlag: Springer International Publishing AG, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Sprache: Englisch
Anbieter: Kennys Bookstore, Olney, MD, USA
EUR 168,33
Währung umrechnenAnzahl: 15 verfügbar
In den WarenkorbZustand: New. 2016. 1st ed. 2016. Hardcover. . . . . . Books ship from the US and Ireland.