Creating augmented and virtual realities :
Creating augmented and virtual realities : theory and practice for next - generation spatial computing
Creating augmented & virtual realities : theory & practice for next-generation spatial computing
edited by Erin Pangilinan, Steve Lukas and Vasanth Mohan
- Mumbai : Shroff Publishers, ©2019
- xxvi, 340 p. : ill. ; 24 cm.
Includes bibliographical references and index.
Part I. Design and Art Across Digital Realities 1. How Humans Interact with Computers 2. Designing for Our Senses, Not Our Devices Part II. How eXtended Reality Is Changing Digital Art 3. Virtual Reality for Art 4. 3D Art Optimization Part III. Hardware, SLAM, Tracking 5. How the Computer Vision That Makes Augmented Reality Possible Works Part IV. Creating Cross-Platform Augmented Reality and Virtual Reality 6. Virtual Reality and Augmented Reality: Cross-Platform Theory 7. Virtual Reality Toolkit: Open Source Framework for the Community 8. Three Virtual Reality and Augmented Reality Development Best Practices Part V. Enhancing Data Representation: Data Visualization and Artificial Intelligence in Spatial Computing 9. Data and Machine Learning Visualization Design and Development in Spatial Computing 10. Character AI and Behaviors Part VI. Use Cases in Embodied Reality 11. The Virtual and Augmented Reality Health Technology Ecosystem 12. The Fan Experience: SportsXR 13. Virtual Reality Enterprise Training Use Cases
Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you'll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. --Publisher
9789352138104
2020304162
GBB976610 bnb
019381968 Uk
Augmented reality
Virtual reality
Computer programming
Human-computer interaction
QA76.9.A94 / C743 2019
006.8 / PAN-C
Includes bibliographical references and index.
Part I. Design and Art Across Digital Realities 1. How Humans Interact with Computers 2. Designing for Our Senses, Not Our Devices Part II. How eXtended Reality Is Changing Digital Art 3. Virtual Reality for Art 4. 3D Art Optimization Part III. Hardware, SLAM, Tracking 5. How the Computer Vision That Makes Augmented Reality Possible Works Part IV. Creating Cross-Platform Augmented Reality and Virtual Reality 6. Virtual Reality and Augmented Reality: Cross-Platform Theory 7. Virtual Reality Toolkit: Open Source Framework for the Community 8. Three Virtual Reality and Augmented Reality Development Best Practices Part V. Enhancing Data Representation: Data Visualization and Artificial Intelligence in Spatial Computing 9. Data and Machine Learning Visualization Design and Development in Spatial Computing 10. Character AI and Behaviors Part VI. Use Cases in Embodied Reality 11. The Virtual and Augmented Reality Health Technology Ecosystem 12. The Fan Experience: SportsXR 13. Virtual Reality Enterprise Training Use Cases
Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you'll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. --Publisher
9789352138104
2020304162
GBB976610 bnb
019381968 Uk
Augmented reality
Virtual reality
Computer programming
Human-computer interaction
QA76.9.A94 / C743 2019
006.8 / PAN-C