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Creating augmented and virtual realities : theory and practice for next - generation spatial computing

Contributor(s): Material type: TextTextPublication details: Mumbai : Shroff Publishers, ©2019Description: xxvi, 340 p. : ill. ; 24 cmISBN:
  • 9789352138104
Other title:
  • Creating augmented & virtual realities : theory & practice for next-generation spatial computing
Subject(s): DDC classification:
  • 006.8 23 PAN-C
LOC classification:
  • QA76.9.A94 C743 2019
Online resources:
Contents:
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
Summary: 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
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Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds Course reserves
Books Books IIITD Reference Computer Science and Engineering REF 006.8 PAN-C (Browse shelf(Opens below)) Not for loan 012074

User Experience Design of XR UG/PG MNS24

Books Books IIITD General Stacks Computer Science and Engineering 006.8 PAN-C (Browse shelf(Opens below)) Available 012075
Total holds: 0
Browsing IIITD shelves, Shelving location: Reference, Collection: Computer Science and Engineering Close shelf browser (Hides shelf browser)
REF 006.754 RAI-N Networked : REF 006.76 BHA-S Secure java : REF 006.76 SEB-P Programming the world wide web REF 006.8 PAN-C Creating augmented and virtual realities : REF 006.96 MUL-I Introducing character animation with blender REF 025.042 HEA-L Linked data REF 025.042 HIT-F Foundations of semantic web technologies

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

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