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Augmented reality and virtual reality : empowering human, place and business
Jung T., tom Dieck M., Springer International Publishing, New York, NY, 2018. 384 pp. Type: Book (978-3-319640-26-6)
Date Reviewed: Jan 8 2019

Recent technologies are changing the way we interact with computers and our surroundings, as well as how we perceive information; examples of these technologies include augmented reality (superimposing computer-generated graphics and text onto a real-world view) and virtual reality (interactive and immersive computer-generated 3D worlds). Augmented reality (AR) and virtual reality (VR) are already permeating our daily lives and occupations through many varied applications, but it is necessary to conduct detailed and thorough research on them. There are many reasons to do so, including knowing how and why people use those technologies, developing meaningful and useful applications, and improving their design. This book addresses many of these aspects.

The volume contains selected academic works presented at the Third International Conference on Augmented and Virtual Reality, organized by the Creative Augmented and Virtual Reality Hub at Manchester Metropolitan University, held in February 2017. The 27 chapters (six parts) are multidisciplinary and diverse in nature, covering areas such as cultural heritage and tourism, fashion and design, health, defense, storytelling, marketing, and others. However, some of the section titles do not necessarily reflect the contents of the chapters contained within.

Part 1 deals with AR and VR research and development in cultural heritage, specifically tourism and museums. Part 2’s chapters relate to AR and VR applications in the fashion industry and in retail. Part 3 contains chapters on AR and VR in business, marketing, and storytelling. Part 4 focuses on healthcare and defense. Part 5 is on emerging research in drone use and near-infrared spectroscopy visualization. Part 6 concerns AR and VR applications in digital heritage and the workplace.

Part 1’s chapters on cultural heritage, including virtual museums and AR tourism applications, are noteworthy. They discuss design, implementation, and testing issues, showing how cultural and touristic sites can be disseminated via AR and VR.

Part 6’s last chapter, “Digital Representation of Seokguram Temple UNESCO World Heritage Site,” also caught my attention. It describes how a high-end 3D scanning technology digitized a very ancient and important Korean temple, which was at risk of being damaged by tourists and environmental conditions. The authors created ultra-high resolution digitized 3D models of the temple and projected the models in an exhibition room at New York’s Metropolitan Museum of Art. They also displayed the digitized models into VR headsets so that users could interact with and “navigate” around the 3D models. The authors report that both the projection and the VR headset application produced a highly immersive experience for the audience. This chapter does not have any references, surprisingly; otherwise, it could be a highly cited academic work.

Although AR and VR technologies are not new (AR has been around for more than 20 years and the concept of VR dates back to the 1950s), this book describes ongoing human-computer interaction (HCI) research and practical applications. Some chapters address the use of software/hardware development methodologies such as prototyping and user-centered design, which in turn have helped to produce useful and effective AR and VR applications. Other chapters describe both qualitative and quantitative research, which are essential for knowing important details about VR and AR user experience (UX). In addition, many of the chapters positively describe HCI and UX techniques for AR and VR research and development, such as semi-structured and structured interviews, online surveys, technology acceptance, focus groups, and specialized questionnaires such as the Museum Experience Scale (MES). These techniques can be very useful in AR/VR development projects, and some of these chapters can be used as examples and guides for future research.

Reviewer:  Miguel A. Garcia-Ruiz Review #: CR146373 (1904-0100)
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Artificial, Augmented, And Virtual Realities (H.5.1 ... )
 
 
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