
Augmented Reality, Virtual Reality, and Computer Graphics
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The 38 full and 14 short papers were carefully reviewed and selected from 69 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.
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Content
- Intro
- Preface
- Organization
- Contents
- Virtual Reality
- Virtual Scene Components for Data Visualization
- 1 Introduction
- 2 Aspects of VR in Visualization
- 2.1 Perception of Space
- 2.2 Perception of Movement
- 2.3 Perception of Interaction
- 3 Components of Virtual Scene for Data Visualization
- 4 Practical Tests of Visualization Techniques in Virtual Reality Scene
- 4.1 Perception of Movement
- 4.2 Perception of Space
- 4.3 Perception of Interaction
- 4.4 Other Significant Components of Virtual Scene
- 5 Conclusion
- References
- Developing a Gesture Library for Working in a Virtual Environment
- 1 Introduction
- 2 Prerequisites for Development
- 3 Project Description
- 4 Project Structure
- 5 Pinch Gesture Implementation
- 6 Bloom Gesture Implementation
- 7 Fist Gesture Implementation
- 8 Flip Gesture Implementation
- 9 Conclusion
- References
- Large-Scale 3D Web Environment for Visualization and Marketing of Household Appliances
- 1 Introduction
- 2 Related Works
- 2.1 Designing 3D Virtual Environments
- 2.2 Interaction in 3D Virtual Environments
- 3 Showroom 3D Web Application
- 3.1 Architectural Design
- 3.2 Amica Showroom Design
- 3.3 Web Application Design
- 3.4 Functional Design
- 4 Evaluation
- 4.1 Design of the Experiment
- 4.2 Experiment 1 - Rendering Performance
- 4.3 Experiment 2 - Loading Times
- 4.4 Discussion
- 5 Conclusions and Future Works
- References
- Users' Evaluation of Procedurally Generated Game Levels
- 1 Introduction
- 2 Previous Literature
- 3 The Experiment
- 3.1 Procedural Level Generation
- 4 Methods
- 5 Results
- 6 Discussion
- 7 Conclusions and Further Applications
- References
- A Preliminary Investigation on a Multimodal Controller and Freehand Based Interaction in Virtual Reality
- 1 Introduction
- 2 Related Work
- 3 Background
- 4 Interaction System
- 4.1 Locomotion
- 4.2 Interaction
- 5 Case Study
- 5.1 Graph Visualization
- 5.2 Application Features
- 6 Conclusions and Future Works
- References
- Replacing EEG Sensors by AI Based Emulation
- 1 Introduction
- 2 Related Work
- 3 Conceptual Framework
- 4 Discussion
- 5 Conclusion
- 6 Future Work
- References
- A Preliminary Study on Virtual Reality Tools in Human-Robot Interaction
- 1 Introduction
- 2 Related Works
- 3 Taxonomy of Content Information
- 4 Taxonomy of Delivery Modality
- 5 Discussion
- References
- Gaze-Based Interaction for Interactive Storytelling in VR
- 1 Introduction
- 2 Related Work
- 2.1 Story Structures
- 2.2 Interaction
- 2.3 Selection Techniques in VR
- 2.4 Eye-Based Interaction
- 3 Prototype
- 3.1 Story
- 3.2 Interaction Methods
- 3.3 Hard- and Software
- 4 User Study
- 4.1 User Study Design
- 4.2 Conducting the User Study
- 5 Results
- 5.1 Demographic Data
- 5.2 Paths Through the Story
- 5.3 Questionnaire
- 6 Discussion and Limitations
- 7 Future Work
- 8 Conclusion
- References
- An Automatic 3D Scene Generation Pipeline Based on a Single 2D Image
- 1 Introduction
- 2 Related Works
- 3 System Overview
- 3.1 Automatic Camera Calibration
- 3.2 Object Positioning
- 3.3 Environment Generation and Physics
- 4 Experimental Setup
- 4.1 Results
- 5 Conclusions and Future Work
- References
- Overcoming the Limits of a Neural Network for Character-Scene Interactions
- 1 Introduction
- 2 Related Works
- 2.1 Data Driven Models
- 3 Materials and Methods
- 3.1 Adaptation of the Carry Task
- 4 Results
- 4.1 Adaptation of the Carry Task
- 4.2 Adaptation of the Sit Task and Positional Corrections
- 5 Conclusions and Future Works
- References
- Immersive Insights: Virtual Tour Analytics System for Understanding Visitor Behavior
- 1 Introduction
- 2 Related Works
- 3 Materials and Methods
- 3.1 Methodology of Data Acquisition
- 3.2 Editing Tool for Virtual Tour
- 4 Data Analytics of the Virtual Tour
- 5 Conclusions
- References
- Immersive VR as a Promising Technology for Computer-Supported Mindfulness
- 1 Introduction
- 2 Methods
- 3 Preliminary Results
- 3.1 The Mobile App Invasion
- 3.2 VR Based Mindfulness
- 4 Conclusions
- References
- Augmented Reality
- AR Scribble: Evaluating Design Patterns for Augmented Reality User Interfaces
- 1 Introduction
- 2 Related Work
- 3 AR Design Pattern Model
- 4 AR Scribble
- 5 Empirical Study
- 5.1 Research Questions, Experimental Design, and Sample
- 5.2 Results
- 5.3 Discussion
- 6 Conclusion
- References
- Interdisciplinary Collaboration in Augmented Reality Development - A Process Model
- 1 Introduction
- 2 Related Work
- 3 Process Model for Interdisciplinary Collaboration
- 3.1 User Interface Designer
- 3.2 GUI Configurator
- 3.3 Code Generator
- 4 Empirical Study
- 4.1 Research Questions
- 4.2 Experimental Design and Sample
- 4.3 Results
- 4.4 Discussion
- 5 Conclusion and Future Work
- References
- Interoperable Dynamic Procedure Interactions on Semantic Augmented Reality Browsers
- 1 Introduction
- 2 Framework
- 2.1 Architecture
- 2.2 Semantic Middleware Implementation
- 2.3 Semantic AR Procedure Ontology Basic Schema
- 2.4 Semantic Augmented Reality Browser Implementation
- 2.5 Augmented Catalog System Integration
- 3 Application Case
- 4 Discussion
- 5 Conclusions and Future Lines of Research
- References
- Creating Immersive Play Anywhere Location-Based Storytelling Using Mobile AR
- 1 Introduction
- 2 Related Work
- 3 Map Story Design and Procedure
- 3.1 Map Story Storyline
- 4 Measures
- 5 Results
- 5.1 Participants
- 5.2 Immersion Relative to the Proportion of Different Sites Visited
- 5.3 Ratings for Real and AR Sites
- 5.4 Varying Immersion for Different Users
- 5.5 Varying Immersion Based on Distance Walked Between Sites
- 6 Discussion
- 7 Limitations and Future Work
- 8 Conclusion
- References
- Efficient Augmented Reality on Low-Power Embedded Systems
- 1 Introduction
- 1.1 Multimedia
- 1.2 Bus and Memory
- 1.3 2d/3d Graphics
- 1.4 O.S. Feature
- 1.5 Applications
- 2 Related Work
- 2.1 AR on Embedded GPU
- 2.2 Real-Time Support
- 3 System Model
- 4 Proposed Approach
- 4.1 Graphics Standard
- 4.2 Multithreading
- 4.3 Scheduling
- 5 Experimental Results
- 5.1 Hw. Architecture
- 5.2 Sw. Architecture
- 5.3 Benchmark
- 6 Conclusions
- References
- Mixed Reality
- Visualizing Building Energy Measurement Data in Mixed Reality Applying B.I.M.
- 1 Introduction
- 2 State of the Art
- 3 Methodology
- 4 Results and Discussion
- 5 Conclusion and Outlook
- References
- VIAProMa: An Agile Project Management Framework for Mixed Reality
- 1 Introduction
- 2 Related Work
- 3 Project Management Data Visualizations
- 3.1 Task Cards
- 3.2 Kanban Boards
- 3.3 Contribution and Competence Overview
- 3.4 Gamified and Non-gamified Progress Bars
- 3.5 Commit Statistics
- 4 Use Case Scenarios for VIAProMa
- 5 Selected Implementation Details of VIAProMa
- 5.1 Main Menu
- 5.2 Avatar-Based Collaborative Environment
- 5.3 Login System
- 5.4 Integration into Existing Productive Processes
- 5.5 Persistency
- 6 Evaluation
- 6.1 Evaluation Setup
- 6.2 Evaluation Results
- 6.3 Technical Evaluation
- 7 Discussion
- 8 Conclusion and Future Work
- References
- Applications of VR/AR/MR in Cultural Heritage
- The Experience ``Mondrian from Inside''. An Immersive and Interactive Virtual Reality Experience in Art
- 1 Introduction
- 2 Related-Work
- 3 The VRE ``Mondrian from Inside''
- 3.1 Materials
- 3.2 The Storytelling of ``Mondrian from Inside''
- 4 Conclusions
- References
- Initial Evaluation of an Intelligent Virtual Museum Prototype Powered by AI, XR and Robots
- 1 Introduction
- 2 Background
- 2.1 Artificial Intelligence
- 2.2 Immersive Technologies
- 2.3 AI in Virtual Environments
- 2.4 Cyber-Physical-Social Eco Systems (CPSeS)
- 2.5 Robotics
- 3 System Description
- 3.1 Implementation Technology
- 4 Initial Environment Evaluation
- 4.1 Data Collection and the Impact of Covid-19
- 4.2 Experimental Procedure
- 4.3 Results
- 5 Discussion
- 6 Conclusions and Future Work
- References
- Virtual Reality in Italian Museums: A Brief Discussion
- 1 Introduction
- 2 A Brief History of Technology
- 3 Virtual Reality Experimentations in Italian Museums
- 4 Lockdown: The Role of Virtual Reality
- 5 Conclusion
- References
- Uncovering the Potential of Digital Technologies to Promote Railways Landscape: Rail to Land Project
- 1 Introduction
- 2 The RAILtoLAND Project
- 3 Digitization Strategies for Railways Landscape Heritage
- 4 Designing a Traveller Digital Experience: The RailToLand App
- 5 Conclusion and Future Steps
- References
- Mobile Extended Reality for the Enhancement of an Underground Oil Mill: A Preliminary Discussion
- 1 Introduction
- 2 The Importance of Virtual Cultural Heritage
- 3 Fruition of the Underground Oil Mill of the Torcito Farm
- 3.1 MRTorcito: Virtual Portals to Access the Underground Oil Mill
- 3.2 VRTorcito: Navigation by Means of a Cardboard
- 4 Conclusions and Future Work
- References
- Applications of VR/AR/MR in Medicine
- Design of a Serious Game for Enhancing Money Use in Teens with Autism Spectrum Disorder
- 1 Introduction
- 2 Methods
- 2.1 Game Design Document
- 3 Discussion
- References
- Proposed System for Orofacial Physiotherapy Based on a Computational Interpretation of Face Gestures to Interact with a 3D Virtual Interface
- 1 Introduction
- 2 Development of the Virtual Orofacial Physiotherapy System
- 2.1 Virtual System Operation
- 2.2 Recognition of Face Gestures Through Microsoft Kinect 2.0
- 2.3 Virtual Interface Functionalities
- 3 Results and Discussion
- 3.1 Experimentation of the Virtual Rehabilitation System
- 3.2 Usability of the Virtual Rehabilitation System
- 3.3 Discussion of the Rehabilitation Benefits Achieved
- 4 Conclusions
- References
- A Virtual Reality Based Application for Children with ADHD: Design and Usability Evaluation
- 1 Introduction
- 2 VR and ADHD
- 3 The ADAD Application
- 3.1 HW and SW
- 3.2 The Serious Game Dynamics
- 4 Validation with Experts
- 4.1 Participants and Methods
- 4.2 Results
- 5 Conclusions and Future Work
- References
- A New Technique of the Virtual Reality Visualization of Complex Volume Images from the Computer Tomography and Magnetic Resonance Imaging
- 1 Introduction
- 2 General Notations and Problem Definition
- 2.1 Image Processing Problems
- 2.2 Mesh Generation Problems
- 2.3 Training Set for Machine Learning
- 3 Our Algorithm
- 3.1 Mesh Correction
- 3.2 Slicing the Mesh Along User Direction
- 3.3 Optimizing Mesh for Visualization
- 3.4 VR for Education
- 4 Experimental Results
- 4.1 Geometrical and Topological Modification of 3D Mesh Model
- 4.2 3D Visualization Using Gaming Software Engine
- 4.3 Comparative Results of Mesh Slicing Methods
- 4.4 Experimental Test of Our Algorithm
- 4.5 Theoretical Model of Machine Learning Using 3D Model Slicing
- 5 Conclusion and Future Works
- References
- Active and Passive Brain-Computer Interfaces Integrated with Extended Reality for Applications in Health 4.0
- 1 Introduction
- 2 Active BCI
- 2.1 Background
- 2.2 System Implementation
- 2.3 Preliminary Results
- 3 Passive BCI
- 3.1 Background
- 3.2 Adaptive VR Based Rehabilitation
- 3.3 Preliminary Results
- 4 Conclusion
- References
- An Augmented Reality-Based Solution for Monitoring Patients Vitals in Surgical Procedures
- 1 Introduction
- 2 Design
- 2.1 Architecture
- 2.2 Metrological Characterization
- 3 Case Study
- 4 Conclusion
- References
- Applications of VR/AR/MR in Education
- Development of Virtual Laboratory Work on the Base of Unity Game Engine for the Study of Radio Engineering Disciplines
- 1 Introduction
- 2 Physical and Mathematical Support
- 3 Technological Basis
- 4 Development of a Virtual Laboratory Work
- 5 Conclusion
- References
- Mobile Augmented Reality Apps in Education: Exploring the User Experience Through Large-Scale Public Reviews
- 1 Introduction
- 2 Background and Related Work
- 2.1 MAR and Education
- 2.2 User Experience of MAR Applications
- 2.3 User Reviews and App Data as a Source of Information
- 3 Methodology
- 3.1 App Extraction
- 3.2 Review Extraction
- 3.3 Review Classification
- 3.4 App Characteristics Extraction
- 3.5 Classification Under Fields and Levels of Education
- 4 Results and Discussion
- 4.1 What Are the Main Problems, Feature Demands, and Opinions Expressed by the Users of Educational MAR Apps Published in the Google Play Store?
- 4.2 What Are the Main Characteristics in Terms of Price, Size, Rating Score, Installs, Release Dates, and AR-types of Educational MAR Apps?
- 4.3 Which Are the Levels and Fields of Education that Educational MAR Apps Published in the Google Play Store Target?
- 5 Limitations of the Study
- 6 Conclusions and Future Work
- References
- Development of an Augmented Reality System to Support the Teaching-Learning Process in Automotive Mechatronics
- 1 Introduction
- 2 Problem Definition and Conceptualization
- 2.1 Model Conceptualization
- 3 Virtual Environment and Animation
- 3.1 3D Design Visualization
- 3.2 Importing 3D Model into Unity
- 3.3 Development of Training Environment
- 4 Experimental Results
- 5 Conclusions
- References
- Evaluation of Proprietary Social VR Platforms for Use in Distance Learning
- 1 Introduction
- 2 Related Work
- 2.1 Presence and Immersion
- 2.2 VR in Education
- 2.3 Cybersickness
- 2.4 Internet Connection
- 3 Concept
- 4 Results and Discussion
- 4.1 Requirement Analysis
- 4.2 Relevant Criteria
- 4.3 Platform Selection Process
- 4.4 Individual Platform Assessment
- 4.5 Discussion
- 5 Conclusion
- 6 Future Work
- References
- Applications of VR/AR/MR in Industry
- Regional Aircraft Interiors Evaluation in a Real Time Ray-Traced Immersive Virtual Environment
- 1 Introduction
- 2 The Immersive VR Application Used for Subjective Tests
- 2.1 Global Illumination in Unreal
- 2.2 Physics-Based Manual Interaction
- 3 The Concept Design Under Evaluation
- 3.1 General Aesthetic: Design and Surface Properties
- 3.2 Tray Table
- 3.3 General Posture, Accessibility and Living Space
- 3.4 Cabin Lining
- 3.5 Stowage Bin and PSU
- 4 Rationale of the Immersive VR-Based Subjective Evaluation Process
- 5 Results of the Subjective Tests Regarding the Immersive VR Approach and the VR Application
- 6 Concluding Remarks
- 7 Conclusions and Future Works
- References
- An Immersive Training Approach for Induction Motor Fault Detection and Troubleshooting
- 1 Introduction
- 2 Case of Study
- 3 Interactive System Design
- 4 System Usability Scale
- 5 Results
- 6 Conclusions and Future Work
- References
- Saliency Detection in a Virtual Driving Environment for Autonomous Vehicle Behavior Improvement
- 1 Introduction
- 2 The Virtual Driving Environment
- 3 Visual Saliency Detection and Gaze Tracking
- 4 Experimental Setup for the Saliency Detection in Driving Scenario
- 5 Comparative Evaluation of Saliency and User's Gaze
- 6 Conclusions
- References
- Authoring-By-Doing: An Event-Based Interaction Module for Virtual Reality Scenario Authoring Framework
- 1 Introduction
- 2 Prototype of Framework and VR Training Environment
- 3 Event-Based Interaction Manager and Authoring-By-Doing Process
- 4 Conclusion and Perspectives
- References
- Development of a Virtual Reality Environment Based on the CoAP Protocol for Teaching Pneumatic Systems
- 1 Introduction
- 2 Literature Review
- 3 Case Study
- 4 CoAP Protocol Implementation in VR Platform
- 5 Software Architecture Design
- 6 Interface Design
- 6.1 Designing 3D Models
- 6.2 Training Module: Electrical and Pneumatic Connections and Control Signals
- 6.3 Training Module: Selection of the Sequence and Design of the Control Scheme
- 6.4 Training Module: Visualisation of the Operation of the Selected Sequence
- 7 Latency Tests on Data Transmission via CoAP Protocol
- 8 Conclusions
- References
- Optimizing Collaborative Robotic Workspaces in Industry by Applying Mixed Reality
- 1 Introduction
- 2 State of the Art
- 2.1 VR, AR and MR for Robotics and Industry 4.0
- 2.2 Planning Cobot Workplaces
- 2.3 Coupling of ROS and Unity
- 3 Methodology
- 3.1 Laboratory Setup
- 3.2 Hardware Architecture
- 3.3 Software Architecture
- 3.4 Ergonomics and Safety
- 4 Results and Discussion
- 4.1 3D-capture of the Current Working Environment
- 4.2 Coupling of ROS and Unity Robot Simulation
- 4.3 Designing in Virtual Reality
- 4.4 Testing with Mixed Reality in Real Working Environment
- 5 Conclusion and Outlook
- References
- 3D Virtual System for Control Valve Calibration
- 1 Introduction
- 2 Design of the 3D Virtual Environment
- 2.1 Design of the P&ID Diagram.
- 2.2 3D Modeling of the Industrial Level Process
- 2.3 Implementation of the Virtual Environment of the Industrial Process in Unity 3D
- 2.4 Creation of a Control Valve Calibration Process Flowchart
- 3 Results
- 3.1 Creation of a Control Valve Calibration Process Flowchart. Results of the Immersive Virtual Environment
- 3.2 Results of the Operation of the Virtual Level System
- 3.3 Control Valve Calibration Results
- 4 Conclusions
- References
- 3D Virtual System of a Liquid Filling and Packaging Process, Using the Hardware in the Loop Technique
- 1 Introduction
- 2 System Structure
- 3 Virtual Environment
- 3.1 Step 1 - Glasses Dispenser
- 3.2 Stage 2 - Liquid Dosing
- 3.3 Stage 3 - Lid Dispenser
- 3.4 Stage 4 - Distribution of Glasses
- 3.5 Stage 5 - Product Classification
- 3.6 Creation of the First-Person Controller (Character)
- 4 Communication
- 5 Results
- 6 Conclusions
- References
- Virtual Environment for Control Strategies Testing: A Hardware-in-the-Loop Approach
- 1 Introduction
- 2 System Structure
- 3 Application Development
- 3.1 Virtual Environment
- 3.2 Data Reading and Writing
- 4 Results
- 5 Conclusion
- References
- Inspection and Verification Training System of Production Lines in Automated Processes, Through Virtual Environments
- 1 Introduction
- 2 Development
- 2.1 CAD Design
- 2.2 Unity 3D Environment
- 2.3 Virtualized Bottled Bottle
- 2.4 Avatar Design
- 2.5 Animation of the 3D Virtual Environment
- 2.6 MODBUS TCP/IP Communication Protocol
- 2.7 OMNI BANNER PRESENCE PLUS P4 Camera
- 3 Results
- 4 Conclusions
- References
- 3D Virtual System of a Distillation Tower, and Process Control Using the Hardware in the Loop Technique
- 1 Introduction
- 2 Structure of the System
- 3 Virtual Environment
- 3.1 Preliminary CAD Design
- 3.2 Unity 3D Design
- 3.3 HMI Design
- 3.4 Design of the Virtual Environment, Elements and Effects
- 3.5 Creation of Environmental Sounds
- 3.6 Avatar Design
- 3.7 Programming in Visual Studio
- 3.8 Signal Acquisition and Conditioning
- 3.9 Design and Construction of the Hardware in the Loop Case
- 3.10 Control Algorithms Implemented
- 4 Results
- 5 Conclusions
- References
- 3D Virtual Environment for Calibration and Adjustment of Smart Pressure Transmitters
- 1 Introduction
- 2 Structure of the System
- 3 Design of the Virtual Instrumentation and Process Control Station
- 4 Animations and Interactions
- 5 Results
- 6 Conclusions
- References
- Systems Engineering Approach for the Development of a Virtual Training Platform: Case Study in the Missile Systems Sector
- 1 Introduction
- 2 State of the Art
- 3 Systems Engineering Approach
- 4 Case Study
- 4.1 System's Requirements, Functions and Logical Architecture
- 4.2 Implementation Workflow for Physical Design
- 4.3 Experimental Set-Up
- 4.4 V&V: Verification and Validation.
- 5 Results: Benchmark Ic.Ido-Unity
- 6 Conclusions and Future Works
- References
- Virtual System for Industrial Processes:Distillation Towers
- 1 Introduction
- 2 System Structure
- 3 Environment Virtualization
- 3.1 Design in Blender Software
- 3.2 Design in Unity Software
- 4 Modeling and Control
- 4.1 Control Algorithm
- 5 Analysis and Results
- 6 Conclusions
- References
- Virtual Control of a Perfectly Stirred Reactor for Cyclopentene Production
- 1 Introducción
- 2 System Structure
- 3 Modeling and Control
- 3.1 System Model
- 3.2 Controller Design
- 4 Virtualization
- 5 Experimental Results
- 6 Conclusions
- References
- Virtual Control of a Double Effect Evaporator for Teaching-Learning Processes
- 1 Introduction
- 2 Structured System
- 3 Control Scheme
- 4 Analysis and Results
- 5 Conclusions
- References
- Control of the Malt Mashing and Boiling Process in Craft Beer Production: Hardware-in-The-Loop-Technique
- 1 Introduction
- 2 Virtual Environment
- 3 Process Modeling
- 3.1 Level Model
- 3.2 Temperature Model
- 4 Controller Design
- 4.1 Controller Based on Inverse Behavior of the Process.
- 4.2 PID Controller
- 5 Experimental Results
- 5.1 Controller Based on Inverse Behavior of the Process
- 5.2 Control PID
- 6 Conclusions
- References
- Virtual Training System for Robotic Applications in Industrial Processes
- 1 Introduction
- 2 System Structure
- 3 Training Virtual Environment
- 3.1 Control Algorithm
- 4 Experimental Results
- 4.1 Industrial Virtual Environment Tests
- 4.2 Virtual Laboratory Tests
- 4.3 System Usability
- 5 Conclusion
- References
- Author Index
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