{"title":"Vladimir Geroimenko","description":null,"products":[{"product_id":"dictionary-of-xml-technologies-and-the-semantic-web-book-vladimir-geroimenko-9781852337681","title":"Dictionary of XML Technologies and the Semantic Web","description":"The emerging Second-Generation Web is based entirely on XML and related technologies. This new version of the Web introduces a multitude of novel concepts, terms, and acronyms. The goal of this dictionary is not just to define the meaning of new words but to develop a proper understanding of leading-edge Web technologies. It will be an invaluable reference for all Internet professionals and practitioners as well as students and ordinary Web users. Key topics:- XML syntax and core technologies - All the major members of the XML family of technologies - Numerous XML-based domain-specific languages - Concept and architecture of the Semantic Web - Key Semantic Web technologies - Web services Features and Benefits:- Over 1,800 terms and definitions from a newly emerged area - Over 200 illustrations to promote an understanding of the latest technologies - Clear and accessible definitions and a unique writing style bridge the gap between definition and explanation - Extensive cross-referencing of terms and a CD-ROM containing a fully searchable version of the dictionary","brand":"WoB","offers":[{"title":"GB \/ GOOD \/ INTERNAL","offer_id":49636824514833,"sku":"GOR012689039","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1852337680.jpg?v=1751091326"},{"product_id":"augmented-reality-games-ii-book-vladimir-geroimenko-9783030156190","title":"Augmented Reality Games II","description":"This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries.   Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics.   Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ GARDNERS","offer_id":49736862728465,"sku":"NGR9783030156190","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3030156192.jpg?v=1751415118"},{"product_id":"augmented-reality-games-ii-book-vladimir-geroimenko-9783031544743","title":"Augmented Reality Games II","description":"This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games.     This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers’ novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics.     Intended as a starting point for exploring this new fascinating area of research and game development, it will be essential reading not only for researchers, practitioners, game developers, and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ GARDNERS","offer_id":50329505464593,"sku":"NGR9783031544743","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3031544749.jpg?v=1751190097"},{"product_id":"visualizing-information-using-svg-and-x3d-book-vladimir-geroimenko-9781852337902","title":"Visualizing Information Using SVG and X3D","description":"Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web, VRML, has been mistaken for something else since its inception. Viewed variously as a game system, a format for architectural walkthroughs, a platform for multi-user chat and an augmentation of reality, VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online, at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,VR, created expectations of sprawling, photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons, VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.","brand":"WoB","offers":[{"title":"- \/ - \/ -","offer_id":50945701937425,"sku":"","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ LIKE_NEW \/ INTERNAL","offer_id":50945702265105,"sku":"GOR014138433","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ VERY_GOOD \/ INTERNAL","offer_id":52394207019281,"sku":"GOR003893692","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ NEW \/ INGRAM","offer_id":52666824098065,"sku":"NLS9781852337902","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1852337907.jpg?v=1751155285"},{"product_id":"augmented-and-virtual-reality-in-the-metaverse-book-vladimir-geroimenko-9783031577451","title":"Augmented and Virtual Reality in the Metaverse","description":"This is the first research monograph to explore augmented and virtual reality in the context of the emerging metaverse, and their impact on the future of education, culture, art, society, heritage, healthcare, and other areas. It reveals how the two metaverse-enabling technologies are changing the world we live in by changing the educational experience, by influencing art, culture, and society, and by engaging artificial intelligence and other advanced technologies.    Dealing with a wide range of topics, it includes: possible metaverses for education; designing simulations and effective learning environments in the educational metaverse; immersive collaborative learning; storytelling and cinematic virtual reality in metaverses; immersion and sensory enrichment in the metaverse; archaeology of perception in metaverse environments; integrating AI and Large Language Models with immersive technologies; AR-enabled X-ray vision in immersive environments; metaverse-based approaches in urban planning; and many others. Written by a team of 46 researchers, practitioners, and artists from 11 countries world-wide (Australia, China, Estonia, Germany, Greece, Italy, Norway, Romania, Serbia, Spain, and USA), it offers readers an international perspective.    Intended as a starting point for exploring augmented and virtual reality in the metaverse context, this book will be essential reading not only for researchers, practitioners, technology developers, and artists, but also for students (graduates and undergraduates), and for anyone interested in the emerging fields of “metaverse augmented reality” and “metaverse virtual reality”.","brand":"WoB","offers":[{"title":"US \/ NEW \/ INGRAM","offer_id":51123287064849,"sku":"NIN9783031577451","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ NEW \/ INGRAM","offer_id":52615798259985,"sku":"NLS9783031577451","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3031577450.jpg?v=1751158053"},{"product_id":"augmented-reality-and-artificial-intelligence-book-vladimir-geroimenko-9783031271687","title":"Augmented Reality and Artificial Intelligence","description":"This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today’s world – Artificial Intelligence (AI) and Augmented Reality (AR). It is written by a team of 50 researchers and practitioners from 16 countries, which has enabled a thorough coverage of emerging or previously unexplored subject areas.    The authors consider practical, theoretical, and cultural aspects of “AI-powered AR” and “AR-enriched AI”, and their usage in a large variety of areas, such as education, medicine, healthcare, dentistry, pharmacy, active lifestyle, smart services, fashion, retail, recommender systems, and several others.    Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies is essential reading not only for researchers, practitioners and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in building a comprehensive understanding of the emerging fields of “intelligent augmented environments” and “artificial intelligence presented by augmented reality”.","brand":"WoB","offers":[{"title":"- \/ - \/ -","offer_id":51607943643409,"sku":"","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ GARDNERS","offer_id":51607943971089,"sku":"NGR9783031271687","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3031271688.jpg?v=1750999223"},{"product_id":"augmented-and-virtual-reality-in-the-metaverse-book-vladimir-geroimenko-9783031577482","title":"Augmented and Virtual Reality in the Metaverse","description":"This is the first research monograph to explore augmented and virtual reality in the context of the emerging metaverse, and their impact on the future of education, culture, art, society, heritage, healthcare, and other areas. It reveals how the two metaverse-enabling technologies are changing the world we live in by changing the educational experience, by influencing art, culture, and society, and by engaging artificial intelligence and other advanced technologies.    Dealing with a wide range of topics, it includes: possible metaverses for education; designing simulations and effective learning environments in the educational metaverse; immersive collaborative learning; storytelling and cinematic virtual reality in metaverses; immersion and sensory enrichment in the metaverse; archaeology of perception in metaverse environments; integrating AI and Large Language Models with immersive technologies; AR-enabled X-ray vision in immersive environments; metaverse-based approaches in urban planning; and many others. Written by a team of 46 researchers, practitioners, and artists from 11 countries world-wide (Australia, China, Estonia, Germany, Greece, Italy, Norway, Romania, Serbia, Spain, and USA), it offers readers an international perspective.    Intended as a starting point for exploring augmented and virtual reality in the metaverse context, this book will be essential reading not only for researchers, practitioners, technology developers, and artists, but also for students (graduates and undergraduates), and for anyone interested in the emerging fields of “metaverse augmented reality” and “metaverse virtual reality”.","brand":"WoB","offers":[{"title":"- \/ - \/ -","offer_id":51717942313233,"sku":"","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ GARDNERS","offer_id":51717943066897,"sku":"NGR9783031577482","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3031577485.jpg?v=1750870579"},{"product_id":"augmented-reality-games-ii-book-vladimir-geroimenko-9783031544774","title":"Augmented Reality Games II","description":"This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games.     This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers’ novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics.     Intended as a starting point for exploring this new fascinating area of research and game development, it will be essential reading not only for researchers, practitioners, game developers, and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.","brand":"WoB","offers":[{"title":"- \/ - \/ -","offer_id":51728335307025,"sku":"","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ GARDNERS","offer_id":51728335896849,"sku":"NGR9783031544774","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3031544773.jpg?v=1750836935"},{"product_id":"dictionary-of-xml-technologies-and-the-semantic-web-book-vladimir-geroimenko-9781447110477","title":"Dictionary of XML Technologies and the Semantic Web","description":"The emerging Second-Generation Web is based entirely on XML and related technologies. It is intended to result in the creation of the Semantic Web, on which computers will be able to deal with the meaning (semantics) of Web data and hence to process them in a more effective and autono- mous way. This new version of the Web introduces a multitude of novel concepts, terms, and acronyms. Purpose, Scope and Methods This dictionary is an effort to specify the terminological basis of emerging XML and Semantic Web technologies. The ultimate goal of this dictionary is even broader than just to define the meaning of newwords - itaims to develop aproper understandingofthese leading-edge technologies. To achieve this, comprehensible definitions of technical terms are supported by numerous diagrams and code snippets, clearly annotated and explained. The main areas covered in this dictionary are: (1) XML syntax and core technologies, such as Namespaces, Infoset and XML Schema; (2) all the major membersofthe XML family oftechnologies, such as XSLT, XPath and XLink; (3) numerous XML-based domain-specific languages, such as NewsML (News Markup Language); (4) the concept and architecture of the Semantic Web; (5) key Semantic Web technologies, such as RDF (Resource Description Framework), RDF Schema and OWL (Web Ontology Language); and (6) Web services, including WSDL (Web Services Description Lan- guage) and SOAP (Simple Object Access Protocol).","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52144124461329,"sku":"NLS9781447110477","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9781447110477.jpg?v=1757587523"},{"product_id":"augmented-reality-in-tourism-museums-and-heritage-book-vladimir-geroimenko-9783030702007","title":"Augmented Reality in Tourism, Museums and Heritage","description":"This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world.    The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites.    Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.","brand":"WoB","offers":[{"title":"- \/ - \/ INTERNAL","offer_id":52403734675729,"sku":null,"price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52403735134481,"sku":"NLS9783030702007","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783030702007.jpg?v=1758761954"},{"product_id":"visualizing-the-semantic-web-book-vladimir-geroimenko-9781852339760","title":"Visualizing the Semantic Web","description":"The Semantic Web is a vision that has sparked a wide-ranging enthusiasm for a new generation of the Web. The Semantic Web is happening. The central idea of that vision is to make the Web more understandable to computer programs so that people can make more use of this gigantic asset. The use of metadata (data about data) can clearly indicate the meaning of data on the Web so as to provide computers enough information to handle such data. On the future Web, many additional layers will be required if we want computer programs to handle the semantics (the meaning of data) properly without human - tervention. Such layers should deal with the hierarchical relationships between me- ings, their similarities and differences, logical rules for making new inferences from the existing data and metadata, and so on. Dozens of new technologies have emerged recently to implement these ideas. XML (eXtensible Markup Language) forms the foundation of the future Web, RDF (Resource Description Framework), OWL (Web Ontology Language) and many other technologies help to erect a multistory bui- ing of the Semantic Web layer by layer by adding new features and new types of metadata. According to Tim Berners-Lee, the inventor of the current Web and the Semantic Web, it may take up to ten years to complete the building. The new Web will be much more complex than the current one and will contain enormous amounts of metadata as well as data.","brand":"WoB","offers":[{"title":"- \/ - \/ INTERNAL","offer_id":52434702565649,"sku":null,"price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52434703286545,"sku":"NLS9781852339760","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9781852339760.jpg?v=1759181375"},{"product_id":"augmented-reality-art-book-vladimir-geroimenko-9783030968625","title":"Augmented Reality Art","description":"This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art.  It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks.  Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52453658755345,"sku":"NLS9783030968625","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783030968625.jpg?v=1759368704"},{"product_id":"visualizing-information-using-svg-and-x3d-book-vladimir-geroimenko-9781849969185","title":"Visualizing Information Using SVG and X3D","description":"Correcting the Great Mistake People often mistake one thing for another. That's human nature. However, one would expect the leaders in a particular ?eld of endeavour to have superior ab- ities to discriminate among the developments within that ?eld. That is why it is so perplexing that the technology elite - supposedly savvy folk such as software developers, marketers and businessmen - have continually mistaken Web-based graphics for something it is not. The ?rst great graphics technology for the Web, VRML, has been mistaken for something else since its inception. Viewed variously as a game system, a format for architectural walkthroughs, a platform for multi-user chat and an augmentation of reality, VRML may qualify as the least understood invention in the history of inf- mation technology. Perhaps it is so because when VRML was originally introduced it was touted as a tool for putting the shopping malls of the world online, at once prosaic and horrifyingly mundane to those of us who were developing it. Perhaps those ?rst two initials,VR, created expectations of sprawling, photorealistic f- tasy landscapes for exploration and play across the Web. Or perhaps the magnitude of the invention was simply too great to be understood at the time by the many, ironically even by those spending the money to underwrite its development. Regardless of the reasons, VRML suffered in the mainstream as it was twisted to meet unintended ends and stretched far beyond its limitations.","brand":"WoB","offers":[{"title":"- \/ - \/ INTERNAL","offer_id":52455588299025,"sku":null,"price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52455588987153,"sku":"NLS9781849969185","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9781849969185.jpg?v=1759374746"},{"product_id":"augmented-reality-in-tourism-museums-and-heritage-book-vladimir-geroimenko-9783030701970","title":"Augmented Reality in Tourism, Museums and Heritage","description":"This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world.    The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites.    Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52473459736849,"sku":"NLS9783030701970","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783030701970.jpg?v=1759840053"},{"product_id":"augmented-reality-in-education-book-vladimir-geroimenko-9783030421588","title":"Augmented Reality in Education","description":"This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool.    The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education.    Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.","brand":"WoB","offers":[{"title":"- \/ - \/ INTERNAL","offer_id":52478080057617,"sku":null,"price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52478081073425,"sku":"NLS9783030421588","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783030421588.jpg?v=1759846623"},{"product_id":"human-computer-creativity-book-vladimir-geroimenko-9783031865503","title":"Human-Computer Creativity","description":"This pioneering volume showcases how generative AI has evolved from a mere tool to a creative partner, transforming the boundaries of innovation and collaboration across various disciplines. With contributions from 53 global experts spanning 21 countries, this comprehensive resource explores the transformative impact of AI on education, art, and healthcare. It reveals how AI enhances learning experiences, fosters new artistic expressions, and revolutionises patient care and medical research. Organised into five thematic parts, the book offers a balanced mix of conceptual frameworks, case studies, and practical insights, providing readers with a thorough understanding of how human ingenuity and artificial intelligence intersect to solve problems, inspire creativity, and redefine industries. Whether you are an academic, practitioner, or inquisitive reader, this volume invites you to engage with the cutting-edge possibilities of generative AI and embrace the future of human-computer collaboration.","brand":"WoB","offers":[{"title":"- \/ - \/ INTERNAL","offer_id":52482560229649,"sku":null,"price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52482561310993,"sku":"NLS9783031865503","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783031865503.jpg?v=1759853406"},{"product_id":"augmented-reality-games-i-book-vladimir-geroimenko-9783030156152","title":"Augmented Reality Games I","description":"Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52533459648785,"sku":"NLS9783030156152","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783030156152.jpg?v=1760665003"},{"product_id":"essential-guide-to-prompt-engineering-book-vladimir-geroimenko-9783031862052","title":"The Essential Guide to Prompt Engineering","description":"This book provides a concise yet comprehensive guide to mastering the entire spectrum of prompt engineering, from fundamental concepts to pro-level techniques and essential security considerations. Filled with practical examples and detailed explanations, it delivers actionable knowledge that can be directly applied to AI projects. The guide includes dedicated chapters on key challenges and security issues, equipping readers to overcome significant obstacles they may encounter. It outlines a clear pathway to the art and science of prompt engineering, offering the tools and insights for a successful journey into the rapidly evolving world of generative AI.   With its holistic approach and coherent structure, this book is an indispensable resource for AI developers, professionals in related fields, enthusiasts, graduate and undergraduate students, and anyone keen to enhance the efficiency of their interactions with AI models.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52662263283985,"sku":"NLS9783031862052","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ NEW \/ INGRAM","offer_id":52761168609553,"sku":"NIN9783031862052","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783031862052.jpg?v=1762269100"},{"product_id":"augmented-reality-art-book-vladimir-geroimenko-9783030099213","title":"Augmented Reality Art","description":"This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, and contains 5 new chapters. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art.    Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52666816626961,"sku":"NLS9783030099213","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783030099213.jpg?v=1762280963"},{"product_id":"augmented-reality-in-education-book-vladimir-geroimenko-9783030421557","title":"Augmented Reality in Education","description":"This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool.    The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education.    Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52669505077521,"sku":"NLS9783030421557","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9783030421557.jpg?v=1762287622"}],"url":"https:\/\/www.worldofbooks.com\/fr-fr\/collections\/auteur-livres-de-vladimir-geroimenko.oembed","provider":"World of Books ","version":"1.0","type":"link"}