Description
In recent years we have observed a trend on the use of low-cost devices,sometimes taken from the gaming industry in industrial applications.
Furthermore, companies are investing billions into making immersive virtual
worlds and augmented reality widely available to mainstream public in
mass quantities (i.e., especially for “gamer” consumers but also a wide
range of other applications). We have also seen a trend in customization.
Nowadays, thanks to the availability of 3-D AM technologies as well as
open-source electronic prototyping platform, custom interfaces can be
easily designed and build.
Period | 8 Aug 2017 |
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Event title | ASME 2017 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference: 37th Computers and Information in Engineering Conference (CIE) Conference |
Event type | Conference |
Conference number | 37 |
Location | Cleveland, United States, OhioShow on map |
Degree of Recognition | International |
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Research output
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CONTEXT-AWARE CONTENT GENERATION FOR VIRTUAL ENVIRONMENTS
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
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Analysis on educating mechanical engineers through serious games using pervasive technologies
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
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The analysis and evaluation of the influence of haptic-enabled virtual assembly training on real assembly performance
Research output: Contribution to journal › Article › peer-review
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A Cyber-Physical Gaming System for Vocational Training
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
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From gameplay experience to haptic-aided process planning
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
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Development of a Mixed Reality Game for Simulation Based Education
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution