Metamodeling For Extended Reality


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Metamodeling for Extended Reality


Metamodeling for Extended Reality

Author: Fabian Muff

language: en

Publisher: Springer Nature

Release Date: 2025-02-12


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This open access book which is based on the author’s dissertation in 2024 explores the challenges of metamodeling in the context of extended reality and emphasizes the need for new concepts in metamodeling to effectively combine it with extended reality technologies. The central question of this work is how metamodeling can be used “in” and “for” extended reality. The book is structured in nine chapters: Chapter 1 introduces the topic by providing background information and outlining the research objectives, questions, methodology and structure. Chapter 2 delves into the existing literature and developments in the field. It covers various aspects of modeling, such as conceptual, enterprise, and metamodeling, as well as extended reality (XR), virtual reality (VR), augmented reality (AR), and the metaverse. Next, chapter 3 presents the generic requirements for metamodeling for augmented and virtual reality by systematically deriving use cases for joining AR and metamodeling. Chapter 4 then identifies specific requirements for integrating metamodeling with XR, such as coordinate mappings, visualization of model components, detection and tracking, context, or interaction. Subsequently, chapter 5 introduces a new domain-specific visual modeling language for creating augmented reality scenarios, particularly within the context of metamodeling, before chapter 6 outlines the conceptualization and design of a 3D enhanced metamodeling platform considering extended reality, detailing its structure, components, and the interconnection of its elements. Chapter 7 then presents the initial implementation of the various components of this modeling platform, and chapter 8 evaluates the newly introduced platform both theoretically and empirically. Eventually, chapter 9 concludes the book by an alignment with the initial research questions, discussing limitations, and provides a final summary and an outlook for further research. This book mainly aims at researchers in conceptual modeling, especially in projects related to XR, VR, or AR, as the presented new domain-specific modeling method for creating workflows for XR/VR/AR applications does not assume specific prior programming knowledge.

Metamodeling-driven IP Reuse for SoC Integration and Microprocessor Design


Metamodeling-driven IP Reuse for SoC Integration and Microprocessor Design

Author: Deepak A. Mathaikutty

language: en

Publisher: Artech House

Release Date: 2009


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This cutting-edge resource offers you an in-depth understanding of metamodeling approaches for the reuse of intellectual properties (IPs) in the form of reusable design or verification components. The book covers the essential issues associated with fast and effective integration of reusable design components into a system-on-a-chip (SoC) to achieve faster design turn-around time. Moreover, it addresses key factors related to the use of reusable verification IPs for a "write once, use many times" verification strategy - another effective approach that can attain a faster product design cycle.

Mixed Reality for Education


Mixed Reality for Education

Author: Yiyu Cai

language: en

Publisher: Springer Nature

Release Date: 2023-09-16


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This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material and for practitioners that want to embrace mixed reality, simulation and/or serious games in their education. Chapter "Development of AR Interactive Components for Positive Behavioral Interventions and Supports" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.