| 000 -LEADER |
| fixed length control field |
03656nam a22003497a 4500 |
| 003 - CONTROL NUMBER IDENTIFIER |
| control field |
OSt |
| 005 - DATE AND TIME OF LATEST TRANSACTION |
| control field |
20260629121148.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
| fixed length control field |
260629s20252025nyua|||e |||| 001 0 eng d |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
9781984695321 [paperback] |
| 040 ## - CATALOGING SOURCE |
| Original cataloging agency |
University of Cebu-Banilad |
| Transcribing agency |
University of Cebu-Banilad |
| 100 ## - MAIN ENTRY--PERSONAL NAME |
| Personal name |
Mitchell, Max, |
| Relator term |
author. |
| 110 ## - MAIN ENTRY--CORPORATE NAME |
| Corporate name or jurisdiction name as entry element |
3G E-Learning LLC, USA, |
| Relator term |
[authored and edited by]. |
| 245 ## - TITLE STATEMENT |
| Title |
Wearable computing and augmented reality / |
| Statement of responsibility, etc |
Max Mitchell. |
| 260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
| Place of publication, distribution, etc |
New York, USA : |
| Name of publisher, distributor, etc |
3G E-Learning LCC, |
| Date of publication, distribution, etc |
c2025. |
| 300 ## - PHYSICAL DESCRIPTION |
| Extent |
xvi, 284 pages : |
| Other physical details |
color illustration ; |
| Dimensions |
25 cm. |
| 336 ## - CONTENT TYPE |
| Source |
rdacontent |
| Content type term |
text |
| 337 ## - MEDIA TYPE |
| Source |
rdamedia |
| Media type term |
unmediated |
| 338 ## - CARRIER TYPE |
| Source |
rdacarrier |
| Carrier type |
volume |
| 504 ## - BIBLIOGRAPHY, ETC. NOTE |
| Bibliography, etc |
Includes bibliographical references, glossary and index. |
| 505 ## - FORMATTED CONTENTS NOTE |
| Formatted contents note |
Contents: Chapter 1 Introduction to wearable computing and augmented reality -- Chapter 2 Hardware components of wearable computing -- Chapter 3 Software for wearable computing and AR -- Chapter 4 Human-computer interaction (HCI) in wearables and AR -- Chapter 5 Networking and connectivity in wearable devices -- Chapter 6 Applications of wearable computing -- Chapter 7 Applications of augmented reality -- Chapter 8 Integration of wearable computing and AR -- Index. |
| 520 ## - SUMMARY, ETC. |
| Summary, etc |
"In an age where technology seamlessly integrates with our daily lives, Wearable Computing and Augmented Reality (AR) emerge as pivotal innovations shaping the future of human interaction with the digital world. Wearable devices, from smartwatches and fitness trackers to advanced smart glasses, are transforming how we monitor health, communicate, and engage with our environment. Simultaneously, Augmented Reality overlays digital information onto the physical world, enhancing our perception and interaction with our surroundings. This convergence of Wearable Computing and AR is creating immersive experiences that bridge the gap between the digital and physical realms, offering unprecedented opportunities for personal and professional applications.<br/>Wearable Computing has evolved beyond simple gadgets to sophisticated systems capable of processing and analyzing vast amounts of data in real-time. These devices are becoming integral to various sectors, including healthcare, where they monitor vital signs and assist in medical diagnostics; in sports, where they track performance metrics; and in the workplace, where they enhance productivity and safety. The advancements in sensors, battery technology, and miniaturization have propelled Wearable Computing into new frontiers, enabling devices to become more functional, comfortable, and user-friendly.<br/>Augmented Reality complements Wearable Computing by providing a dynamic interface through which users can interact with digital content in a natural and intuitive manner. AR applications range from gaming and entertainment to education, training, and industrial design, offering interactive experiences that enhance learning, creativity, and efficiency. The synergy between Wearable Computing and AR facilitates a more immersive and context-aware interaction, where digital information is seamlessly integrated into the user's physical environment, thereby augmenting their capabilities and experiences." --Preface |
| 521 ## - TARGET AUDIENCE NOTE |
| Target audience note |
Adult |
| 541 ## - IMMEDIATE SOURCE OF ACQUISITION NOTE |
| Source of acquisition |
Purchased |
| Deans/Chairperson |
Ortega, Eric |
| Department |
College of Computer Studies |
| Subject Category |
Computer Science |
| 546 ## - LANGUAGE NOTE |
| Language note |
Text in English |
| 650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Wearable computers. |
| 650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Augmented reality. |
| 650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Human-computer interaction |
| General subdivision |
Textbooks. |
| 650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Ubiquitous computing. |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) |
| Source of classification or shelving scheme |
|
| Type of record |
Book |
| 998 ## - LOCAL CONTROL INFORMATION (RLIN) |
| Encoded by |
Janna [new] |
| Date encoded |
06/29/2026 |