Buch, Englisch, 124 Seiten, Format (B × H): 168 mm x 240 mm, Gewicht: 242 g
Success Factors For The Development Of Experiences
Buch, Englisch, 124 Seiten, Format (B × H): 168 mm x 240 mm, Gewicht: 242 g
ISBN: 978-3-662-66279-3
Verlag: Springer
Content producers face novel challenges in content development, method selection, teamwork, and the overall production process of AR and VR experiences.
The book introduces readers to the characteristics of immersive media and provides scientific evidence and practical tips to help them produce high-quality, user-centric content for immersive media. The scientifically derived success factors in the form of checklists are a guide and an ideal basis for standardizing the production process and further developing one's own projects.
This book is a translation of the original German 1 edition Medieninnovationen AR und VR by Elle Langer, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz Computer Vision
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Grafikprogrammierung
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Multimedia
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Computeranwendungen in Geistes- und Sozialwissenschaften
- Mathematik | Informatik EDV | Informatik Informatik Bildsignalverarbeitung
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
Weitere Infos & Material
Introduction.- Methods.- Explanation of terms.- AR and VR in the media context.- User experience and needs.- Prouzents for expert interviews.- Analysis of expert interviews.- Outlook.- Appendix 1.- Appendix 2.- Appendix 3.- Appendix 4.