Wearable computing and augmented reality / (Record no. 15439)

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
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Library Location Other Library Location Shelving location Date acquired Source of Acquisition Cost, normal purchase price Total Checkouts Full call number Barcode Date last seen Price effective from Koha item type
          College Library UCBL_MAIN Subject Reference 29/06/2026 Albasa Mindmover 6680.00   004.16 M69 2025 3UCBL000029710 29/06/2026 29/06/2026 Subject Reference

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