| 000 | 03656nam a22003497a 4500 | ||
|---|---|---|---|
| 003 | OSt | ||
| 005 | 20260629121148.0 | ||
| 008 | 260629s20252025nyua|||e |||| 001 0 eng d | ||
| 020 | _a9781984695321 [paperback] | ||
| 040 |
_aUniversity of Cebu-Banilad _cUniversity of Cebu-Banilad |
||
| 100 |
_aMitchell, Max, _eauthor. |
||
| 110 |
_a3G E-Learning LLC, USA, _e[authored and edited by]. |
||
| 245 |
_aWearable computing and augmented reality / _cMax Mitchell. |
||
| 260 |
_aNew York, USA : _b3G E-Learning LCC, _cc2025. |
||
| 300 |
_axvi, 284 pages : _bcolor illustration ; _c25 cm. |
||
| 336 |
_2rdacontent _atext |
||
| 337 |
_2rdamedia _aunmediated |
||
| 338 |
_2rdacarrier _avolume |
||
| 504 | _aIncludes bibliographical references, glossary and index. | ||
| 505 | _aContents: 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 | _a"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. 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. 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 | _aAdult | ||
| 541 |
_aPurchased _xOrtega, Eric _yCollege of Computer Studies _zComputer Science |
||
| 546 | _aText in English | ||
| 650 | _aWearable computers. | ||
| 650 | _aAugmented reality. | ||
| 650 |
_aHuman-computer interaction _xTextbooks. |
||
| 650 | _aUbiquitous computing. | ||
| 942 |
_2ddc _cBK |
||
| 998 |
_cJanna [new] _d06/29/2026 |
||
| 999 |
_c15439 _d15439 |
||