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Introduction to Matrices 99%

Lectures 4 - 5- 6 Chapter 2 Introduction to Matrices Matrix Size Augmented matrices Matrices are incredibly useful things that crop up in many different applied areas.

https://www.pdf-archive.com/2015/11/16/introduction-to-matrices/

16/11/2015 www.pdf-archive.com

FAQ (1) 99%

MOST FREQUENTLY ASKED QUESTIONS ABOUT BREAST AUGMENTATION 1.

https://www.pdf-archive.com/2016/05/31/faq-1/

31/05/2016 www.pdf-archive.com

Chapitre 4 - Croissance économique et déterminants 95%

Économie et management. Macroéconomie. Économie dans le long terme.

https://www.pdf-archive.com/2014/03/02/chapitre-4-croissance-economique-et-determinants/

02/03/2014 www.pdf-archive.com

RTA 101 Midterm Paper - Analysis of Pokemon Go Final (1) 88%

When examining McLuhan’s theory that the medium is the message we can begin to look past the content of the game itself and measure the magnitude of the technology itself - the mapping and augmented reality engines that the game uses are unique tools that have never seen such revolutionary use before.

https://www.pdf-archive.com/2017/02/14/rta-101-midterm-paper-analysis-of-pokemon-go-final-1/

14/02/2017 www.pdf-archive.com

SV2 chap 3 partie 2 87%

Pierre Cnockaert 2017-2018 Chapitre 3 :

https://www.pdf-archive.com/2018/05/02/sv2-chap-3-partie-2/

02/05/2018 www.pdf-archive.com

Chapitre 2 - Technologie de production 87%

Économie et management. Microéconomie.

https://www.pdf-archive.com/2014/02/09/chapitre-2-technologie-de-production/

09/02/2014 www.pdf-archive.com

Masterarbeit Jan Eisenblätter 86%

31216795 SoSe 2016 1 Inhaltsverzeichnis Seite Deckblatt……………………………………………………………………………………..…………………….…….……………I Inhaltsverzeichnis…………………………………………………………………………………………….……………………II Ehrenwörtliche Erklärung………………………………….…………………………..……………….………………..….IV Abkürzungsverzeichnis……………………….…………………………………………….……….………………………….V 1 Einleitung………………………………………………………………….…….………………………..…….………6 2 Physical Reality, Mixed Reality und Virtual Reality…………………………………………….…..9 2.1 Augmented Reality……………………………………….……………………………………………….…10 2.1.1 Handheld Display…………………………………………………………………………………….11 2.1.2 Head- Mounted Display…………………………………………………………………………..12 2.1.3 Spatially Immersive Display……………………..……………………………………………..15 2.2 Pervasive Computing und Ubiquitous Computing……………………………………………..16 2.2.1 Unterschied von Pervasive- und Ubiquitous Computing.…………………………17 2.2.2 Vernetzung………………………………………………………………………………………….…17 2.2.3 Smart devices…………………………………………………………………………………………19 2.3 Mobile Computing……………………………………………………………………….…………………..20 2.4 Pervasive Games….……………………………………………………………………….………………….23 2.4.1 Historischer Kontext…………………………………………………………………………….….24 2.4.2 Integrated Project of Pervasive Gaming (IPerG)……………………………………….26 2.4.3 Genres …………………………………………………………………………………………………….29 2.5 Augmented Reality- und Location Based Games………………………………………………..35 2.5.1 Augmented Reality Games…………………………………………………………………….….35 2.5.2 Location Based Games……………………………………………………………………………...37 2.6 Serious Games…………………………………………………………………………………………………...39 2 3 Analyse von Pervasive Games in Kassel…………………………………………………………………42 3.1 Analyse von Agent- X……………………………………………………………………………….….….43 3.1.1 Spielparameter …………………………………………………………………………………….44 3.1.2 Gadgets ……………………………………………………………………………………………..…45 3.1.3 Auswertung des Interviews mit Holger Mügge……………………………………..46 3.1.4 Praxisbeispiel von Agent- X……………………………………………………………….….51 3.2 Auswertung des Interviews mit Prof.

https://www.pdf-archive.com/2016/08/18/masterarbeit-jan-eisenbl-tter/

18/08/2016 www.pdf-archive.com

PresenceEnLigne-GDA 83%

Formation Google Digital Active Introduction :

https://www.pdf-archive.com/2016/10/24/presenceenligne-gda/

24/10/2016 www.pdf-archive.com