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Creating augmented and virtual realities : theory and practice for next-generation spatial computing / edited by Erin Pangilinan, Steve Lukas, and Vasanth Mohan.

Contributor(s): Pangilinan, Erin [editor.] | Lukas, Steve [editor.] | Mohan, Vasanth [editor.].
Publisher: Sebastopol, CA : O'Reilly Media, Inc., ©2019Copyright date: ©2019Edition: First edition.Description: 340p.Content type: text Media type: computer ISBN: 9781492044192.Subject(s): Augmented reality -- Design | Virtual reality -- Design | Computer programming | Human-computer interaction | COMPUTERS / Programming / General | COMPUTERS / Virtual Worlds | Computer programming | Human-computer interactionGenre/Form: Print books.
Contents:
Intro; Copyright; Table of Contents; Foreword; Preface; A Note on Terminology; Why We Wrote This Book; What We Didn't Cover in This Book; How This Book Is Organized; Conventions Used in This Book; Using Code Examples; O'Reilly Online Learning; How to Contact Us; Acknowledgments; Part I. Design and Art Across Digital Realities; Chapter 1. How Humans Interact with Computers; Common Term Definition; Introduction; Modalities Through the Ages: Pre-Twentieth Century; Modalities Through the Ages: Through World War II; Modalities Through the Ages: Post-World War II.
Modalities Through the Ages: The Rise of Personal ComputingModalities Through the Ages: Computer Miniaturization; Why Did We Just Go Over All of This?; Types of Common HCI Modalities; New Modalities; The Current State of Modalities for Spatial Computing Devices; Current Controllers for Immersive Computing Systems; Body Tracking Technologies; A Note on Hand Tracking and Hand Pose Recognition; Voice, Hands, and Hardware Inputs over the Next Generation; Chapter 2. Designing for Our Senses, Not Our Devices; Envisioning a Future; Sensory Technology Explained.
So, Who Are We Building This Future For?The Role of Women in AI; Sensory Design; An Introduction; Five Sensory Principles; 1. Intuitive Experiences Are Multisensory; 2. 3D Will Be Normcore; 3. Designs Become Physical Nature; 4. Design for the Uncontrollable; 5. Unlock the Power of Spatial Collaboration; Adobe's AR Story; Conclusion; Part II. How eXtended Reality Is Changing Digital Art; Chapter 3. Virtual Reality for Art; A More Natural Way of Making 3D Art; VR for Animation; Chapter 4. 3D Art Optimization; Introduction; Options to Consider; Ideal Solution; Topology; Baking; Draw Calls.
Using VR Tools for Creating 3D ArtAcquiring 3D Models Versus Making Them from Scratch; Summary; Part III. Hardware, SLAM, Tracking; Chapter 5. How the Computer Vision That Makes Augmented Reality Possible Works; Who Are We?; A Brief History of AR; How and Why to Select an AR Platform; I'm a Developer, What Platform Should I Use and Why?; Performance Is Statistics; Integrating Hardware and Software; Optical Calibration; Inertial Calibration; The Future of Tracking; The Future of AR Computer Vision; Mapping; How Does Multiplayer AR Work?; What's the Difficult Part?
How Does Relocalization Work?What's the State of the Art in Research (and Coming Soon to Consumer)?; Can the Relocalization Problem Really Be Solved for Consumers?; Can't Google or Apple Just Do This?; Relocalization != Multiplayer; It's Also Critical for…; How Is Relocalization Really Being Done Today in Apps?; Platforms; Apple's ARKit; Some Mysteries Explained; Isn't ARCore Just Tango-Lite?; So, Should I Build on ARCore Now?; What About Tango, Hololens, Vuforia, and Others?; Other Development Considerations; Lighting; Multiplayer AR-Why It's Quite Difficult.
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On Shelf QA76.9.A94 C74 2019 (Browse shelf) Available AU00000000014891
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Includes bibliographical references and index.

Intro; Copyright; Table of Contents; Foreword; Preface; A Note on Terminology; Why We Wrote This Book; What We Didn't Cover in This Book; How This Book Is Organized; Conventions Used in This Book; Using Code Examples; O'Reilly Online Learning; How to Contact Us; Acknowledgments; Part I. Design and Art Across Digital Realities; Chapter 1. How Humans Interact with Computers; Common Term Definition; Introduction; Modalities Through the Ages: Pre-Twentieth Century; Modalities Through the Ages: Through World War II; Modalities Through the Ages: Post-World War II.

Modalities Through the Ages: The Rise of Personal ComputingModalities Through the Ages: Computer Miniaturization; Why Did We Just Go Over All of This?; Types of Common HCI Modalities; New Modalities; The Current State of Modalities for Spatial Computing Devices; Current Controllers for Immersive Computing Systems; Body Tracking Technologies; A Note on Hand Tracking and Hand Pose Recognition; Voice, Hands, and Hardware Inputs over the Next Generation; Chapter 2. Designing for Our Senses, Not Our Devices; Envisioning a Future; Sensory Technology Explained.

So, Who Are We Building This Future For?The Role of Women in AI; Sensory Design; An Introduction; Five Sensory Principles; 1. Intuitive Experiences Are Multisensory; 2. 3D Will Be Normcore; 3. Designs Become Physical Nature; 4. Design for the Uncontrollable; 5. Unlock the Power of Spatial Collaboration; Adobe's AR Story; Conclusion; Part II. How eXtended Reality Is Changing Digital Art; Chapter 3. Virtual Reality for Art; A More Natural Way of Making 3D Art; VR for Animation; Chapter 4. 3D Art Optimization; Introduction; Options to Consider; Ideal Solution; Topology; Baking; Draw Calls.

Using VR Tools for Creating 3D ArtAcquiring 3D Models Versus Making Them from Scratch; Summary; Part III. Hardware, SLAM, Tracking; Chapter 5. How the Computer Vision That Makes Augmented Reality Possible Works; Who Are We?; A Brief History of AR; How and Why to Select an AR Platform; I'm a Developer, What Platform Should I Use and Why?; Performance Is Statistics; Integrating Hardware and Software; Optical Calibration; Inertial Calibration; The Future of Tracking; The Future of AR Computer Vision; Mapping; How Does Multiplayer AR Work?; What's the Difficult Part?

How Does Relocalization Work?What's the State of the Art in Research (and Coming Soon to Consumer)?; Can the Relocalization Problem Really Be Solved for Consumers?; Can't Google or Apple Just Do This?; Relocalization != Multiplayer; It's Also Critical for…; How Is Relocalization Really Being Done Today in Apps?; Platforms; Apple's ARKit; Some Mysteries Explained; Isn't ARCore Just Tango-Lite?; So, Should I Build on ARCore Now?; What About Tango, Hololens, Vuforia, and Others?; Other Development Considerations; Lighting; Multiplayer AR-Why It's Quite Difficult.

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