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_aQA76.9.A94 _bC743 2019 |
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_a006.8 _223 _bPAN-C |
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_aCreating augmented and virtual realities : _btheory and practice for next - generation spatial computing _cedited by Erin Pangilinan, Steve Lukas and Vasanth Mohan |
246 |
_aCreating augmented & virtual realities : _btheory & practice for next-generation spatial computing |
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260 |
_aMumbai : _bShroff Publishers, _c©2019 |
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300 |
_axxvi, 340 p. : _bill. ; _c24 cm. |
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504 | _aIncludes bibliographical references and index. | ||
505 |
_tPart I. Design and Art Across Digital Realities _t1. How Humans Interact with Computers _t2. Designing for Our Senses, Not Our Devices _tPart II. How eXtended Reality Is Changing Digital Art _t3. Virtual Reality for Art _t4. 3D Art Optimization _tPart III. Hardware, SLAM, Tracking _t5. How the Computer Vision That Makes Augmented Reality Possible Works _tPart IV. Creating Cross-Platform Augmented Reality and Virtual Reality _t6. Virtual Reality and Augmented Reality: Cross-Platform Theory _t7. Virtual Reality Toolkit: Open Source Framework for the Community _t8. Three Virtual Reality and Augmented Reality Development Best Practices _tPart V. Enhancing Data Representation: Data Visualization and Artificial Intelligence in Spatial Computing _t9. Data and Machine Learning Visualization Design and Development in Spatial Computing _t10. Character AI and Behaviors _tPart VI. Use Cases in Embodied Reality _t11. The Virtual and Augmented Reality Health Technology Ecosystem _t12. The Fan Experience: SportsXR _t13. Virtual Reality Enterprise Training Use Cases |
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520 | _aDespite 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 | ||
650 | 0 | _aAugmented reality | |
650 | 0 | _aVirtual reality | |
650 | 0 | _aComputer programming | |
650 | 0 | _aHuman-computer interaction | |
700 | 1 |
_aPangilinan, Erin _eeditor |
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700 | 1 |
_aLukas, Steve _eeditor |
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700 | 1 |
_aMohan, Vasanth _eeditor |
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856 | _uhttps://www.google.co.in/books/edition/Creating_Augmented_and_Virtual_Realities/XGmNDwAAQBAJ?hl=en&gbpv=1&dq=Creating+augmented+and+virtual+realities&printsec=frontcover | ||
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