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082 0 4 _a006.8
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_bPAN-C
245 0 0 _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
260 _aMumbai :
_bShroff Publishers,
_c©2019
300 _axxvi, 340 p. :
_bill. ;
_c24 cm.
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
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
700 1 _aLukas, Steve
_eeditor
700 1 _aMohan, Vasanth
_eeditor
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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