Augmented and Virtual Reality
Frontiers Collection, ISSN: 2197-6619, Vol: Part F1076, Page: 467-499
2020
- 2Citations
- 271Captures
Metric Options: CountsSelecting the 1-year or 3-year option will change the metrics count to percentiles, illustrating how an article or review compares to other articles or reviews within the selected time period in the same journal. Selecting the 1-year option compares the metrics against other articles/reviews that were also published in the same calendar year. Selecting the 3-year option compares the metrics against other articles/reviews that were also published in the same calendar year plus the two years prior.
Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Book Chapter Description
Wearable computing, i.e. virtual and augmented reality, is a new medium that provides unprecedented user experiences. Eventually, wearable computing systems will redefine communication, entertainment, education, collaborative work, simulation, training, telesurgery, and basic vision research. Before these systems become practical for the consumer, two major challenges have to be solved: (i) the hardware systems have to be miniaturized into a socially-acceptable, i.e. eyeglasses-like, device form factor while providing sufficient battery life and (ii) the user experiences offered by these systems have to surpass those of existing system, such as phones, tablets, television, etc. This chapter outlines technical challenges to achieving these goals and summarizes the state of the art of related algorithms, optics, and electronics.
Bibliographic Details
http://www.scopus.com/inward/record.url?partnerID=HzOxMe3b&scp=85166654786&origin=inward; http://dx.doi.org/10.1007/978-3-030-18338-7_25; http://link.springer.com/10.1007/978-3-030-18338-7_25; https://dx.doi.org/10.1007/978-3-030-18338-7_25; https://link.springer.com/chapter/10.1007/978-3-030-18338-7_25
Springer Science and Business Media LLC
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