Book description
NonePublisher resources
Table of contents
- Foreword
- Preface
- 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?
- New Modalities
- The Current State of Modalities for Spatial Computing Devices
- Current Controllers for Immersive Computing Systems
- A Note on Hand Tracking and Hand Pose Recognition
- 2. Designing for Our Senses, Not Our Devices
- II. How eXtended Reality Is Changing Digital Art
- 3. Virtual Reality for Art
- 4. 3D Art Optimization
- III. Hardware, SLAM, Tracking
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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
-
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
- Other Development Considerations
-
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?
- What’s Missing to Make a Great AR App?
- Is Today’s Mobile Cloud up to the Job?
- Is ARKit (or ARCore) Useless Without the AR Cloud?
- The Dawn of the AR Cloud
- The Bigger Picture—Privacy and AR Cloud Data
- Glossary
- IV. Creating Cross-Platform Augmented Reality and Virtual Reality
- 6. Virtual Reality and Augmented Reality: Cross-Platform Theory
- 7. Virtual Reality Toolkit: Open Source Framework for the Community
- 8. Three Virtual Reality and Augmented Reality Development Best Practices
- V. Enhancing Data Representation: Data Visualization and Artificial Intelligence in Spatial Computing
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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
- 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
- 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
- Data Visualization Is for Everyone: Open Source–Based Data Visualization in XR
- Hands-On Tutorials: How to Create Data Visualization in Spatial Computing
- How to Create Data Visualization: Resources
- Conclusion
- References
- Resources
- Glossary
- 10. Character AI and Behaviors
- VI. Use Cases in Embodied Reality
- 11. The Virtual and Augmented Reality Health Technology Ecosystem
- 12. The Fan Experience: SportsXR
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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
- Use Case: Factory Floor Training
- The Role of Narrative
- Use Case: Store Robbery Training
- The Future of XR Training: Beyond Spherical Video
- 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
Product information
- Title: Creating Augmented and Virtual Realities
- Author(s):
- Release date:
- Publisher(s): O'Reilly Media, Inc.
- ISBN: None
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