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Creating Augmented and Virtual Realities. Theory and Practice for Next-Generation Spatial Computing - Helion

Creating Augmented and Virtual Realities. Theory and Practice for Next-Generation Spatial Computing
ebook
Autor: Erin Pangilinan, Steve Lukas, Vasanth Mohan
ISBN: 978-14-920-4414-7
stron: 372, Format: ebook
Data wydania: 2019-03-18
Księgarnia: Helion

Cena książki: 152,15 zł (poprzednio: 176,92 zł)
Oszczędzasz: 14% (-24,77 zł)

Dodaj do koszyka Creating Augmented and Virtual Realities. Theory and Practice for Next-Generation Spatial Computing

Tagi: Inne - Programowanie

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.

In three parts, this book covers:

  • Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art
  • Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays
  • Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications


Dodaj do koszyka Creating Augmented and Virtual Realities. Theory and Practice for Next-Generation Spatial Computing

 

Osoby które kupowały "Creating Augmented and Virtual Realities. Theory and Practice for Next-Generation Spatial Computing", wybierały także:

  • DevOps w praktyce. Kurs video. Jenkins, Ansible, Terraform i Docker
  • Wyrażenia regularne od podstaw
  • Projektowanie systemów rozproszonych. Wzorce i paradygmaty dla skalowalnych, niezawodnych usÅ‚ug
  • Zrozum struktury danych. Algorytmy i praca na danych w Javie
  • Kosymulacja. Elastyczne projektowanie i symulacja wielodomenowa

Dodaj do koszyka Creating Augmented and Virtual Realities. Theory and Practice for Next-Generation Spatial Computing

Spis treści

Creating Augmented and Virtual Realities. Theory and Practice for Next-Generation Spatial Computing eBook -- spis treści

  • Foreword
  • Preface
    • A Note on Terminology
    • Why We Wrote This Book
    • What We Didnt Cover in This Book
    • How This Book Is Organized
    • Conventions Used in This Book
    • Using Code Examples
    • OReilly Online Learning
    • How to Contact Us
    • Acknowledgments
  • I. Design and Art Across Digital Realities
  • 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 Computing
    • Modalities Through the Ages: Computer Miniaturization
    • Why Did We Just Go Over All of This?
      • Types of Common HCI Modalities
        • Visual modalities
        • Physical modalities
        • Audio modalities
    • New Modalities
    • The Current State of Modalities for Spatial Computing Devices
    • Current Controllers for Immersive Computing Systems
      • Body Tracking Technologies
        • Hand tracking
        • Hand pose recognition
        • Eye tracking
    • A Note on Hand Tracking and Hand Pose Recognition
      • Voice, Hands, and Hardware Inputs over the Next Generation
        • Voice
        • Hands
        • Controllers and other physical peripherals
  • 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
        • Approaching sensory design
        • A sensory framework
    • 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
    • Adobes AR Story
    • Conclusion
  • II. How eXtended Reality Is Changing Digital Art
  • 3. Virtual Reality for Art
    • A More Natural Way of Making 3D Art
    • VR for Animation
  • 4. 3D Art Optimization
    • Introduction
      • Options to Consider
      • Ideal Solution
        • Poly count budget
      • Topology
      • Baking
    • Draw Calls
    • Using VR Tools for Creating 3D Art
    • Acquiring 3D Models Versus Making Them from Scratch
    • Summary
  • III. Hardware, SLAM, Tracking
  • 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
      • Im 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?
      • Whats the Difficult Part?
      • How Does Relocalization Work?
      • Whats the State of the Art in Research (and Coming Soon to Consumer)?
      • Can the Relocalization Problem Really Be Solved for Consumers?
      • Cant Google or Apple Just Do This?
      • Relocalization != Multiplayer; Its Also Critical for
      • How Is Relocalization Really Being Done Today in Apps?
    • Platforms
      • Apples ARKit
      • Some Mysteries Explained
      • Isnt ARCore Just Tango-Lite?
      • So, Should I Build on ARCore Now?
      • What About Tango, Hololens, Vuforia, and Others?
    • Other Development Considerations
      • Lighting
      • Multiplayer ARWhy Its Quite Difficult
      • How Do People Connect Through AR?
      • How Do AR Apps Connect to the World and Know Where They Really Are?
      • How Do AR Apps Understand and Connect to Things in the Real World?
    • The AR Cloud
      • What I Envision When I Think About the AR Cloud
      • How Big a Deal Is the AR Cloud?
      • So, Just What Is This AR Cloud?
      • Why All the Meh from the Press for ARKit and ARCore?
      • Whats Missing to Make a Great AR App?
      • Is Todays Mobile Cloud up to the Job?
      • Is ARKit (or ARCore) Useless Without the AR Cloud?
      • The Dawn of the AR Cloud
      • The Bigger PicturePrivacy and AR Cloud Data
    • Glossary
  • IV. Creating Cross-Platform Augmented Reality and Virtual Reality
  • 6. Virtual Reality and Augmented Reality: Cross-Platform Theory
    • Why Cross-Platform?
    • The Role of Game Engines
    • Understanding 3D Graphics
      • The Virtual Camera
      • Degrees of Freedom
    • Portability Lessons from Video Game Design
    • Simplifying the Controller Input
      • Development Step 1: Designing the Base Interface
      • Development Step 2: Platform Integration
        • Real-world example
    • Summary
  • 7. Virtual Reality Toolkit: Open Source Framework for the Community
    • What Is VRTK and Why People Use It?
    • The History of VRTK
    • Welcome to the SteamVR Unity Toolkit
    • VRTK v4
    • The Future of VRTK
    • The Success of VRTK
      • Getting Started with VRTK 4
        • Setting up the project
        • Cloning the repository
        • Running the tests
        • Setting up your environment
        • Example scenes
        • How to check out the VRTK v4 Examples Repository
        • Scene Switcher
        • How to set up a VRTK Core project from scratch
        • How to set up a Unity CameraRig
        • How to set up a Tracked Alias
  • 8. Three Virtual Reality and Augmented Reality Development Best Practices
    • Developing for Virtual Reality and Augmented Reality Is Difficult
    • Handling Locomotion
      • Locomotion in VR
        • Linear movement (aka trackpad movement)
        • Teleportation locomotion
      • Locomotion in AR
        • Giant (or Ant) mode
    • Effective Use of Audio
      • Audio in VR
        • Ambient versus 3D versus spatial audio
      • Audio in AR
        • Mono versus stereo
    • Common Interactions Paradigms
      • Inventory for VR
      • Augmented Reality Raycasts
    • Conclusion
  • V. Enhancing Data Representation: Data Visualization and Artificial Intelligence in Spatial Computing
  • 9. Data and Machine Learning Visualization Design and Development in Spatial Computing
    • Introduction
    • Understanding Data Visualization
    • Principles for Data and Machine Learning Visualization in Spatial Computing
    • Why Data and Machine Learning Visualization Works in Spatial Computing
      • The Evolution of Data Visualization Design with the Emergence of XR
      • 2D and 3D Data Represented in XR
    • 2D Data Visualizations versus 3D Data Visualization in Spatial Computing
    • Interactivity in Data Visualizations in Spatial Computing
    • Animation
    • Failures in Data Visualization Design
    • Good Data Visualization Design Optimize 3D Spaces
    • Savings in Time Feel Like Simplicity
    • Data Representations, Infographics, and Interactions
      • What Qualifies as Data Visualization?
        • Types of data visualizations
    • Defining Distinctions in Data Visualization and Big Data or Machine Learning Visualizations
    • How to Create Data Visualization: Data Visualization Creation Pipeline
    • WebXR: Building Data Visualizations for the Web
    • Data Visualization Challenges in XR
    • Data Visualization Industry Use Case Examples of Data Visualizations
    • 3D Reconstruction and Direct Manipulation of Real-World Data: Anatomical Structures in XR
      • A Closer Look at Glass Brain
      • TVA Surg Medical Imaging VR Module
        • Medical HolodeckDICOM
    • Data Visualization Is for Everyone: Open SourceBased Data Visualization in XR
      • Protein Data Visualization
    • Hands-On Tutorials: How to Create Data Visualization in Spatial Computing
    • How to Create Data Visualization: Resources
    • Conclusion
    • References
    • Resources
      • Data Visualization Tools
      • Machine Learning Visualization Tools
      • Data Journalism Visualizations
    • Glossary
  • 10. Character AI and Behaviors
    • Introduction
    • Behaviors
    • Current Practice: Reactive AI
      • Adaptability
      • Complexity and Universality
      • Feasibility
    • More Intelligence in the System: Deliberative AI
    • Machine Learning
      • Reinforcement Learning
      • Deep Reinforcement Learning
      • Imitation Learning
      • Combining Automated Planning and Machine Learning
      • Applications
    • Conclusion
    • References
  • VI. Use Cases in Embodied Reality
  • 11. The Virtual and Augmented Reality Health Technology Ecosystem
    • VR/AR Health Technology Application Design
    • Standard UX Isnt Intuitive
      • Pick a Calm Environment
      • Convenience
    • Tutorial: Insight Parkinsons Experiment
      • What Insight Does
      • How It Was Built
        • Low-pass filter for hand tremor
        • Environment
        • Data analysis and reporting
    • Companies
      • Planning and Guidance
        • Surgical Theater
        • Osso VR
        • Archform
      • Experiences Designed for Medical Education
        • Embodied Labs
        • Lighthaus
        • MVI Health
        • The Better Lab
      • Experiences Designed for Use by Patients
        • Vivid Vision
        • VRHealth
        • USC ICT Bravemind (Courtesy of USC Institute of Creative Technologies)
        • Firsthand Technology, SnowWorld
      • Proactive Health
        • Black Box VR
        • YUR, Inc.
    • Case Studies from Leading Academic Institutions
  • 12. The Fan Experience: SportsXR
    • Introduction
    • Part 1: Five Key Principles of AR and VR for Sports
      • Nothing Is Live
        • Live Live is for content that is under a four- to five-second window
    • Part 2: The Next Evolution of Sports Experiences
    • Part 3: Making the Future
      • Ownership
      • Final Thought
    • Conclusion
  • 13. Virtual Reality Enterprise Training Use Cases
    • Introduction: The Importance of Enterprise Training
    • Does VR Training Work?
    • Use Case: Flood House Training
    • What Is VR Training Good for? R.I.D.E.
    • What Makes Good VR Training?
    • Spherical Video
      • The Benefits of Spherical Video
      • The Challenges of Spherical Video
      • Interactions with Spherical Video
    • Use Case: Factory Floor Training
    • The Role of Narrative
    • Use Case: Store Robbery Training
    • The Future of XR Training: Beyond Spherical Video
      • Computer Graphics
    • Use Case: Soft Skills Training
    • The Future: Photogrammetry
    • The Future: Light Fields
    • The Future: AR Training
    • The Future: Voice Recognition
    • The Future: The Ideal Training Scenario
    • References
  • Afterword
  • Index

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