Book Cover
E-book

Title Creating augmented and virtual realities : theory and practice for next-generation spatial computing / edited by Erin Pangilinan, Steve Lukas, and Vasanth Mohan
Edition First edition
Published Sebastopol, CA : O'Reilly Media, Inc., 2019
©2019

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Description 1 online resource
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
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
Bibliography Includes bibliographical references and index
Notes Online resource; title from PDF title page (EBSCO, viewed March 21, 2019)
Subject Augmented reality -- Design
Virtual reality -- Design
Computer programming.
Human-computer interaction.
computer programming.
COMPUTERS -- Programming -- General.
COMPUTERS -- Virtual Worlds.
Computer programming
Human-computer interaction
Form Electronic book
Author Pangilinan, Erin, editor
Lukas, Steve, editor
Mohan, Vasanth, editor
ISBN 9781492044161
1492044164
9781492044147
1492044148