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020 _a9783030599652
_9978-3-030-59965-2
024 7 _a10.1007/978-3-030-59965-2
_2doi
050 4 _aQA76.76.E95
050 4 _aQ387-387.5
072 7 _aUYQE
_2bicssc
072 7 _aCOM025000
_2bisacsh
072 7 _aUYQE
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082 0 4 _a006.33
_223
100 1 _aFlotyński, Jakub.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aKnowledge-Based Explorable Extended Reality Environments
_h[electronic resource] /
_cby Jakub Flotyński.
250 _a1st ed. 2020.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2020.
300 _aXVI, 268 p. 92 illus., 44 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _a1. 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 _aThis 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 _aExpert systems (Computer science).
650 0 _aUser interfaces (Computer systems).
650 0 _aHuman-computer interaction.
650 0 _aArtificial intelligence.
650 0 _aApplication software.
650 1 4 _aKnowledge Based Systems.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aArtificial Intelligence.
650 2 4 _aComputer and Information Systems Applications.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030599645
776 0 8 _iPrinted edition:
_z9783030599669
776 0 8 _iPrinted edition:
_z9783030599676
856 4 0 _uhttps://doi.org/10.1007/978-3-030-59965-2
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
942 _cSPRINGER
999 _c176895
_d176895