
Augmented Reality, Virtual Reality, and Computer Graphics
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The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018.
The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.
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Content
- Intro
- Preface
- Organization
- Spatial Augmented Reality: A Way to Increase Content in Cultural Heritage Context (Tutorial)
- Keynote Speakers
- Augmented and Virtual Reality Enabler for the "Factory 4.0"
- 3D Audio for VR Applications: Fundamentals and Practicalities
- Sensing Cultural Heritage: User-Centered Approaches Towards Senseable Spaces
- Opportunities of the Use of Embodied Agents in Virtual Reality for Cultural Heritage
- Contents -- Part II
- Contents -- Part I
- Applications of VR/AR in Medicine
- Web-Based Vascular Flow Simulation Visualization with Lossy Data Compression for Fast Transmission
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Application Workflow
- 3.2 Compression of Flow Simulation Data
- 4 Results
- 4.1 Compression Results
- 5 Conclusions
- References
- Interactive System Using Myoelectric Muscle Sensors for the Strengthening Upper Limbs in Children
- Abstract
- 1 Introduction
- 2 System Methodology
- 2.1 Signal Acquisition
- 2.2 Scripts Development
- 2.3 Design of Interactive Interface
- 3 Interactive System Way of Use
- 4 Tests and Results
- 4.1 Test
- 4.2 Results
- 5 Conclusions and Future Work
- Acknowledgements
- References
- Immersive Virtual System Based on Games for Children's Fine Motor Rehabilitation
- Abstract
- 1 Introduction
- 2 System Development
- 2.1 Data Acquisition from Input Peripherals
- 2.2 Script Development
- 2.3 3D Environments Design
- 3 Tests and Results
- 3.1 Test
- 3.2 Results
- 3.3 Movements Performed by the User When Executing the Tasks
- 3.4 Generated Signals from the System in a Defined Reference
- 3.5 System Usability Results
- 4 Conclusions
- Acknowledgements
- References
- Virtual Reality Serious Game for Musculoskeletal Disorder Prevention
- 1 Introduction
- 2 State of the Art
- 2.1 MSDs Prevention
- 2.2 Serious Games for MSD Prevention
- 2.3 Prevention, Training and Virtual Reality
- 2.4 Our Approach
- 3 Data Collection in Real Industrial Settings
- 3.1 Data Acquisition
- 3.2 Activity Analysis and Data Treatment
- 4 User Posture and Gesture Acquisition
- 4.1 Upper Body Tracking for Coarse Posture Acquisition
- 4.2 Hand and Fingers Tracking
- 4.3 Gesture Assessment with RULA
- 4.4 Integration of Fine and Coarse Motions for Avatar Animation
- 5 Serious Game Design and Scenario
- 5.1 Scenario
- 5.2 Environment
- 5.3 Level Design
- 6 Results
- 6.1 Gear-Based Serious Game
- 6.2 First Users in Action
- 6.3 Scoring
- 7 Discussion
- 7.1 Conclusion
- 7.2 Perspectives
- References
- Proposal for Muscle Rehabilitation of Lower Limbs Using an Interactive Virtual System Controlled Through Gestures
- Abstract
- 1 Introduction
- 2 Development of the Virtual Rehabilitation System
- 2.1 Virtual System Operation
- 2.2 Gestural Recognition 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
- Acknowledgements
- References
- Virtual Rehabilitation System for Fine Motor Skills Using a Functional Hand Orthosis
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Virtual Interaction and Immersion
- 4 Results and Discussion
- 4.1 Classification of Movements
- 4.2 Virtual Application
- 4.2.1 Rehabilitation Game
- 4.2.2 Industrial Process: Tannery
- 5 Conclusions
- Acknowledgements
- References
- Proof of Concept: Wearable Augmented Reality Video See-Through Display for Neuro-Endoscopy
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 2.1 Design of the HMD
- 2.2 Design of the Virtual Content, Presentation and Interaction Modality
- 2.3 Evaluation Study
- 3 Results
- 4 Conclusion
- Acknowledgments
- References
- Virtual Reality-Based System for Hand Rehabilitation Using an Exoskeletal Orthosis
- Abstract
- 1 Introduction
- 2 Related Articles
- 3 State of Technology
- 3.1 Virtual Rehabilitation
- 3.2 Physical Rehabilitation Focused on the Mobilization of the Hand
- 3.3 Fuzzy Control System
- 3.4 Hand Orthosis
- 4 Case Study
- 4.1 Rehabilitation Protocol
- 5 Implementation Proposal
- 5.1 Proposed Architecture
- 5.2 Proposed Hardware Platform
- 5.3 Fuzzy Control
- 6 Virtual Environment
- 7 Experimental Results
- 8 Conclusions and Future Work
- Acknowledgments
- References
- Virtual Reality System for Assistance in Treating Respiratory Disorders
- Abstract
- 1 Introduction
- 2 Methodology
- 3 System Structure
- 4 Analysis and Results
- 4.1 Task Fulfillment
- 5 Conclusions
- Acknowledgement
- References
- Virtual System Using Haptic Device for Real-Time Tele-Rehabilitation of Upper Limbs
- Abstract
- 1 Introduction
- 2 Methodology for Tele-Rehabilitation System Development
- 3 Functioning of the Tele-Rehabilitation System
- 4 Results and Discussion
- 4.1 Experimentation of the Virtual Tele-Rehabilitation System
- 4.2 Captured Signals of the Novint Falcon Devices
- 4.3 Usability of the Virtual Rehabilitation System
- 5 Conclusions
- Acknowledgements
- References
- Virtual Rehabilitation of Carpal Tunnel Syndrome Through Force Feedback
- Abstract
- 1 Introduction
- 2 System Structure
- 3 System Development
- 3.1 Graphic Environment
- 3.2 Force Feedback
- 4 Rehabilitation Session
- 5 Virtual Interface
- 6 Experimental Results
- 7 Conclusions
- Acknowledgement
- References
- SLT-Game: Support System for Therapies of Children with Communication Disorders
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Virtual System Structure
- 4 System Operation
- 5 Analysis of Experimental Results
- 6 Conclusions
- Acknowledgment
- References
- Sales Maximization Based on Neuro-Marketing Techniques in Virtual Environments
- Abstract
- 1 Introduction
- 2 Problem Statement
- 3 System Structure
- 4 Experimentation and Discussion
- 5 Conclusions
- Acknowledgement
- References
- IMPACT
- Abstract
- 1 Introduction
- 2 Related Works
- 3 System Overview
- 3.1 Architecture
- 3.2 Setup
- 4 Tracking
- 5 Serious Games (Rehabilitation Exercise)
- 6 Conclusion
- Acknowledgement
- References
- A Microsoft HoloLens Mixed Reality Surgical Simulator for Patient-Specific Hip Arthroplasty Training
- Abstract
- 1 Introduction
- 2 Material and Methods
- 2.1 Head-Mounted Display: Overview of the HoloLens Technology
- 2.2 Design of the Mixed Reality Surgical Simulator
- 3 Evaluation of the Mixed Reality Surgical Simulator
- 4 Preliminary Results and Discussion
- Acknowledgment
- References
- Haptic Stimulation Glove for Fine Motor Rehabilitation in Virtual Reality Environments
- Abstract
- 1 Introduction
- 2 Structure of the System
- 3 Virtual Environment with Stimuli Rehabilitation
- 4 Experimental Results
- 5 Conclusions
- Acknowledgment
- References
- Virtual Simulation of Brain Sylvian Fissure Exploration and Aneurysm Clipping with Haptic Feedback for Neurosurgical Training
- 1 Introduction
- 2 Methodology
- 2.1 Computational Model
- 2.2 Anatomical Models and Virtual Tools
- 2.3 Biomechanical Modelling
- 3 Experiments and Results
- 3.1 Brain Exploration
- 3.2 Aneurysm Clipping
- 3.3 Simulation System
- 4 Conclusions and Discussion
- References
- Augmented Reality System for the Complement of Cognitive Therapeutic Exercise in Children: Preliminary Tests
- Abstract
- 1 Introduction
- 2 Structure of the System
- 3 System Development
- 4 Test and Results
- 5 Conclusions and Future Works
- Acknowledgements
- References
- Applications of VR/AR in Cultural Heritage
- Digital-Assisted Repairing of the Six Steeds in Zhao Mausoleum
- Abstract
- 1 Introduction
- 2 Background
- 3 Method
- 4 Implement Details
- 4.1 3D Scanning and Digital Modelling
- 4.2 Damage Status Analysis
- 4.3 Form Verification
- 4.4 Repairing Parameter Quantification
- 4.5 3D Reconstruction
- 5 Conclusion
- References
- Virtual Acoustic Rendering in Old Spaces: Application to an Early-Modern Theatre in València, ``L'Olivera''
- 1 Introduction
- 1.1 The ``Corral de comedies de l'Olivera''
- 2 Methodology
- 2.1 Graphical and Acoustical Model
- 2.2 Dry Recordings and Auralization of Different Theatrical Excerpts
- 2.3 Integration of the Unity Engine with FMOD and Csound
- 3 Results and Discussion
- 3.1 Acoustical Simulation
- 3.2 Integration of Graphical and Acoustical Models
- 4 Conclusions
- References
- ViennAR: User-Centered-Design of a Bring Your Own Device Mobile Application with Augmented Reality
- 1 Introduction
- 2 Related Work
- 2.1 Scientific Literature
- 2.2 Examples Applied in Museums
- 3 Conceptual Design
- 3.1 Design Process
- 4 Prototypical Implementation
- 4.1 Technical Architecture
- 5 Evaluation
- 5.1 Lab Test
- 5.2 Field Test
- 5.3 Participants
- 6 Conclusion and Future Work
- References
- Comparing Different Storytelling Approaches for Virtual Guides in Digital Immersive Museums
- Abstract
- 1 Introduction
- 2 Previous Work
- 3 The Study
- 4 The Three Itineraries
- 4.1 First Itinerary: Panels
- 4.2 Second Itinerary: Audio Guide
- 4.3 Third Itinerary: Virtual Guide
- 5 Pilot User Study
- 6 Conclusions
- Acknowledgments
- References
- Improvements and Implementations of the Spatial Augmented Reality Applied on Scale Models of Cultural Goods for Visual and Communicative Purpose
- Abstract
- 1 Introduction
- 2 Available Techniques
- 3 Spatial Display
- 4 Planar Surface: Scale Model of All Bands by Sol Lewitt
- 5 Non Planar Surface
- 5.1 3D Scale Model of Ostuni's San Francesco Courtyard
- 5.2 3D Full Scale Model of Block N XLVI Parthenon North Frieze
- 5.3 3D Full Real Scale Model of Apulian Red-Figure Dinos
- 6 Discontinuous Surfaces
- 7 Conclusions
- References
- Augmented Reality to Understand the Leonardo's Machines
- 1 Introduction
- 2 Machines in Leonardo's Sketches
- 3 Leonardo AR Application
- 3.1 3D Modelling
- 3.2 ARToolkit
- 3.3 Vuforia and Unity3D
- 4 Results
- 5 Conclusions and Future Work
- References
- Optimization Techniques for Photogrammetry Applied to Cultural Heritage and the Action of Transformation Groups
- 1 Introduction and State of the Art
- 2 A Case Study and Our Workflow
- 3 Toward a Mathematical Approach to the Style of Ancient Pottery
- 4 Producing Variants of an Artpiece via Non-linear Operators
- References
- User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: 'MuseumEye' as a Case Study
- Abstract
- 1 Introduction
- 1.1 User Experience (UX) and (MAR)
- 2 UX Design Process Model
- 3 'MuseumEye' Project
- 3.1 Scenario
- 4 Method
- 4.1 Apparatus
- 4.2 Software
- 4.3 Participants and Experiments
- 5 Results
- 6 Contribution
- 7 Conclusion
- Acknowledgments
- References
- Augmented Reality for the Enhancement of Apulian Archaeological Areas
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Analysis of the Archaeological Context: Fondo Giuliano and San Vito dei Normanni
- 3.1 Fondo Giuliano Site in Vaste (Lecce)
- 3.2 Castello d'Alceste Site in San Vito dei Normanni (Brindisi)
- 4 Work Hypothesis
- 5 Software Evaluation
- 6 Results
- 6.1 Augmented Visualisation of Fondo Giuliano
- 6.2 Augmented Visualisation of the Castello di Alceste
- 7 Conclusions and Future Work
- Acknowledgment
- References
- Virtual Reality Arcade Game in Game-Based Learning for Cultural Heritage
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Puzzle Battle
- 3.1 Methodology and Goals
- 3.2 Game Design
- 3.3 Game Development
- 4 Prototype's Experience
- 5 Future Development and Research
- References
- Virtual Museum, the Exploration of Cultural Heritage with Virtual Reality Techniques
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 3 Considerations and Future Developments
- References
- Applications of VR/AR in Industry
- An Augmented Interface to Display Industrial Robot Faults
- 1 Introduction
- 2 Human-Robot Augmented Collaborative Environment
- 2.1 Classification of the Faults
- 3 AR Interface for Fault Visualization
- 4 The System Architecture
- 4.1 Hardware Architecture
- 4.2 Software Architecture
- 4.3 Implementation
- 5 Tests and Results
- 5.1 Results
- 5.2 Results Analysis
- 5.3 Additional Test
- 6 Conclusions
- References
- Cyber Physical Systems for Industry 4.0: Towards Real Time Virtual Reality in Smart Manufacturing
- 1 Introduction
- 2 Technologies Enabling the Smart Factory
- 2.1 Cyber Physical System
- 2.2 Data Transmission
- 2.3 Enterprise Resource Planning and Manufacturing Execution Systems
- 2.4 Web Applications and Smart Devices
- 2.5 Cloud Computing and Cloud Manufacturing
- 2.6 The Digital Twin Concept
- 3 Virtual Object and Digital Twin on Real Use Case
- 3.1 Traceability and Identification System
- 3.2 CPS Real Time Implementation
- 4 Results and Discussion
- 4.1 Real Time Performances
- 5 Conclusion and Future Work
- References
- CAD-VR Integration as a Tool for Industrial Assembly Processes Validation: A Practical Application
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Research Design
- 4 Case Study
- 4.1 Assembly Process of a Pump
- 4.2 Methodology and Equipment for Virtual Assembly Simulations
- 4.3 Virtual Assembly Simulations Results
- 5 Discussion
- 6 Conclusion
- References
- Immersive Environment for Training on Industrial Emergencies
- Abstract
- 1 Introduction
- 2 System Structure
- 3 Virtual Environment
- 3.1 Preliminary CAD Design
- 3.2 Unity3D Design
- 3.3 Addition of Security Signage
- 3.4 Environment Sounds Addition
- 3.5 Avatars Design
- 3.6 Matlab Application Development
- 4 Results and Discussion
- 5 Conclusion
- References
- Intelligent Oil Field Approach Using Virtual Reality and Mobile Anthropomorphic Robots
- Abstract
- 1 Introduction
- 2 State of the Art
- 2.1 Kuka youBOT Robot
- 2.2 Tele Operation System
- 2.3 MQTT Protocol
- 2.4 Augmented Reality
- 3 Case Study
- 4 Control System
- 5 Augmented and Virtual Reality
- 6 Conclusion and Future Work
- Acknowledgments
- References
- Real-Time Virtual Reality Visualizer for Unmanned Aerial Vehicles
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 System Structure
- 4 Workflow
- 5 Digitalization Proposal and Real Time Data Sharing
- 5.1 Real Environment Digitalization
- 5.2 Real Time Data Sharing
- 6 Bilateral Communication Bridge
- 7 Experimental Results
- 7.1 Teleoperated Control Visualization
- 7.2 Autonomous Control Visualization
- 8 Conclusions
- Acknowledgments
- References
- Autonomous and Tele-Operated Navigation of Aerial Manipulator Robots in Digitalized Virtual Environments
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Estructure System
- 4 Virtual Simulator Environment Development
- 4.1 3D Aerial Manipulator Design
- 4.1.1 Structural Analysis
- 4.2 Environment Digitalization
- 4.3 Unity 3D Development
- 4.4 Control Structure
- 5 Experimentals Results
- 6 Conclusions
- Acknowledgements
- References
- Virtual Training for Industrial Automation Processes Through Pneumatic Controls
- Abstract
- 1 Introduction
- 2 System Description
- 3 System Development
- 4 Methodology and Discussion
- 5 Conclusions
- Acknowledgement
- References
- Multi-user Industrial Training and Education Environment
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Application Structure
- 4 Export the Models CAD to 3D Graphics Engine
- 5 Experimental Results
- 6 Conclusions
- Acknowledgements
- References
- Robust Motion Estimation Based on Multiple Monocular Camera for Indoor Autonomous Navigation of Micro Aerial Vehicle
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Motion Estimation System
- 3.1 Frame
- 3.2 Cameras
- 3.3 Image Filter
- 3.4 Markers
- 3.5 Algorithm
- 4 System Structure and Image Processing
- 5 System Calibration, Experiments and Results
- 6 Conclusions and Future Works
- Conflicts of Interest
- References
- Pose Estimation Based on Monocular Visual Odometry and Lane Detection for Intelligent Vehicles
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Our Approach
- 4 Experiments and Results
- 5 Conclusions
- References
- Human-Computer Interaction
- Towards Assisting Interactive Reality
- 1 Introduction
- 2 Replication of Large Scale Building
- 2.1 3D Modeling
- 2.2 Recreation of Environment and Software Management
- 3 Human Computer Interaction in Immersive Environment
- 3.1 Interactions
- 3.2 Experimental Study-Synesthesia
- 4 Real Time Data Communication
- 4.1 Digital Twins into Education
- 4.2 Digital Twins Approach of Control Systems in Immersive Environment
- 4.3 Implementation of Digital Twins for Hand Tracking Technology Based Vehicle
- 5 Merging Big Data Visualization and Analysis with VR
- 5.1 Methodology
- 5.2 System Identification and Modeling
- 6 Conclusions
- References
- Explorable Representation of Interaction in VR/AR Environments
- 1 Introduction
- 2 Related Works
- 2.1 Semantic Representation of 3D Content
- 2.2 Temporal Content Representation
- 2.3 4D Fluents
- 3 Explorable Interaction Representation
- 3.1 Overview of the Approach
- 3.2 Ontologies of the Representation
- 4 Virtual Car Showroom
- 5 Example of Explorable Interaction Representation
- 6 Discussion
- 7 Conclusions and Future Works
- References
- An UE4 Plugin to Develop CVE Applications Leveraging Participant's Full Body Tracking Data
- Abstract
- 1 Introduction
- 2 The Reference Hardware Setup
- 3 The Development Framework
- 3.1 The Unreal Engine 4 Programming Model
- 4 The Skeletal Animation Software Plugins Set
- 4.1 The Avatar Animation Technique
- 4.2 Character Rigging
- 4.3 The System Architecture
- 5 Conclusions and Further Developments
- References
- A Low-Cost Full Body Tracking System in Virtual Reality Based on Microsoft Kinect
- 1 Introduction
- 2 Related Works
- 3 Background
- 4 System Architecture
- 5 Case Study
- 6 Conclusions and Future Work
- References
- Mid-Air Interaction vs Smartphone Control for First-Person Navigation on Large Displays: A Comparative Study
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Interaction with Large Displays
- 2.2 Kinect-Based Navigation Techniques
- 2.3 Smartphone-Based Navigation Techniques
- 2.4 The Focus of This Work
- 3 Interaction Techniques
- 4 Testbed Environment
- 5 User Study
- 5.1 Equipment and Setting
- 5.2 Participants
- 5.3 Procedure
- 5.4 Collected Data
- 6 Results
- 6.1 Time, Collisions and Distance Travelled
- 6.2 Subjective Ratings
- 6.3 User Comments and Observations
- 7 Discussion
- 8 Conclusions
- References
- Distributed Data Exchange with Leap Motion
- 1 Introduction
- 2 Proposed Approach
- 2.1 Communication Mechanisms
- 2.2 Distance-Based Level of Detail
- 3 Implementation
- 3.1 Message Handling
- 3.2 Leap Motion (Visualisation) Data
- 4 Experiments
- 4.1 Network Traffic
- 4.2 Transmission Latency
- 4.3 Qualitative Analysis
- 5 Conclusions
- References
- Conceptual and Technical Aspects of Full-Body Motion Support in Virtual and Mixed Reality
- Abstract
- 1 Introduction
- 2 Research Related to Full-Body Motion Support
- 3 Experimental and Technical Setup
- 3.1 Overview of Experimental Setup
- 3.2 3D Modelling and Development
- 3.3 Effects and Performance Feedback
- 3.4 Implementing Real Objects
- 3.5 Full-Body Motion Support
- 4 Methodology and Evaluation
- 4.1 Questionnaires
- 4.2 Results Discussion
- 5 Conclusions and Future Work
- References
- Defining Size Parameters for Touch Interaction in Substitutional Reality Environments
- 1 Introduction
- 2 Related Work
- 2.1 Background: Hand-Eye Coordination in 3D Pointing Tasks
- 2.2 Influence of Feedback on a Pointing Task
- 3 Experiments
- 3.1 Experiment on Comparing NO_FB and TOUCHPOINT_FB
- 3.2 Results on Comparing No_FB and TOUCHPOINT_FB
- 3.3 Experiment on Comparing TOUCHPOINT_FB and HAND_FB
- 3.4 Results of Experiment on Comparing TOUCHPOINT_FB and HAND_FB
- 3.5 Limitations
- 4 Discussion of the Study Results
- 5 Future Work
- References
- Interaction on Augmented Reality with Finger Detection and Hand Movement Recognition
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Skin Detection
- 2.1.1 Convert RGB to HSV
- 2.1.2 Set the HSV Range
- 2.1.3 Thresholding
- 2.1.4 Erosion
- 2.1.5 Dilation
- 2.1.6 Median Blur
- 2.1.7 Contour
- 2.1.8 Convex-Hull
- 2.1.9 Convexity Defects
- 3 Result and Discussion
- 4 Conclusions
- References
- SVM and RGB-D Sensor Based Gesture Recognition for UAV Control
- Abstract
- 1 Introduction
- 2 System Overview
- 3 Our Approach
- 3.1 RGB-D Sensor Based Feature Extraction
- 3.2 SVM-Based Classification
- 4 Experimentation and Results
- 5 Conclusions and Future Works
- Conflicts of Interest
- References
- Correction to: Augmented Reality, Virtual Reality, and Computer Graphics
- Correction to: L. T. De Paolis and P. Bourdot (Eds.): Augmented Reality, Virtual Reality, and Computer Graphics, LNCS 10851, https://doi.org/10.1007/978-3-319-95282-6
- Author Index
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