Building Virtual Reality with Unity and Steam VR

Building Virtual Reality with Unity and Steam VR

This text is the essential survival guide to VR and VR development for any reader.

Author: Jeff W Murray

Publisher: CRC Press

ISBN: 9781315305455

Category: Computers

Page: 326

View: 468

The golden age of virtual reality is here; take the first step into V.R. programming and development with Jeff W. MurrayBuilding Virtual Reality with Unity and SteamVR. Murray explores some of the topical issues surrounding virtual reality; including V.R. sickness, telepresence, performance issues and practical ways to diminish these detrimental effects to make a more comprehensive experience. Building Virtual Reality also grants readers a hands-on approach with the Unity game engine and programming. The example projects and sample C# code found in the text are compatible with all SteamVR supported virtual reality head mounted displays that are currently available. This text is the essential survival guide to VR and VR development for any reader. Author Bio: Jeff W. Murray has written two books: Game Development for iOS with Unity3D, C# Game Programming Cookbook for Unity3D, both published by CRC Press. In his game development career spanning over 14 years, he has worked with some of the world Murray Key features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better V.R. experiences. Develop V.R. applications with practical examples geared to work with both the Oculus Rift and HTC Vive, as well as open source virtual reality (OSVR) headsets like the HDK. Find out how to build both standing and seated experiences. Tips on optimizing performance with the Unity Profilers. Explore examples specifically for HTC Vive Controllers and picking up and throwing physics objects, including haptic feedback. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for V.R. based user interface design. Written by a games industry veteran who has been a V.R. developer since the first Oculus development kit.
Categories: Computers

Building Virtual Reality with Unity and Steam VR

Building Virtual Reality with Unity and Steam VR

This book also looks at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, providing practical ways to reduce their impact to make better VR experiences.

Author: Jeff W. Murray

Publisher: CRC Press

ISBN: 0429295855

Category: Computers

Page: 252

View: 971

Building Virtual Reality with Unity and Steam VRtakes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, this book and its example code are compatible with the main virtual reality (VR) head-mounted displays currently available. This book also looks at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, providing practical ways to reduce their impact to make better VR experiences. Key Features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better VR experiences Practical examples geared to work with any headset compatible with SteamVR, including Oculus Rift, HTC Vive, and Valve Index Uses the SteamVR Interaction system for interactions such as picking up and throwing objects, operating user interfaces and capturing input events for your own scripts Explore advanced spatialized audio with Steam Audio. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for VR-based user interface design Written by a games industry veteran with a proven track record, having worked for IBM Research in educational VR research projects and having made and launched VR experiences.
Categories: Computers

Unity Virtual Reality Projects

Unity Virtual Reality Projects

Learn Virtual Reality by developing more than 10 engaging projects with ... Building. for. SteamVR. To target your app to use HTC VIVE you will use the ...

Author: Jonathan Linowes

Publisher: Packt Publishing Ltd

ISBN: 9781788477185

Category: Computers

Page: 492

View: 421

Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VR Key Features A project-based guide to teach you how to develop immersive and fun VR applications using Unity 3D Build experiences with interactable objects, physics, UI, animations, C# scripting, and other Unity features Explore the world of VR by building experiences such as diorama, first-person characters, 360-degree projections, social VR, audio fireball game, and VR storytelling Book Description Unity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity. What you will learn Create 3D scenes with Unity and other 3D tools while learning about world space and scale Build and run VR applications for specific headsets, including Oculus, Vive, and Daydream Interact with virtual objects using eye gaze, hand controllers, and user input events Move around your VR scenes using locomotion and teleportation Implement an audio fireball game using physics and particle systems Implement an art gallery tour with teleportation and data info Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is for If you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications, then this book is for you. Any experience in Unity is an advantage.
Categories: Computers

Unity 2020 Virtual Reality Projects

Unity 2020 Virtual Reality Projects

Learn VR development by building immersive applications and games with Unity ... with the SteamVR Plugin, which can be found in the Assets/SteamVR/Prefabs/ ...

Author: Jonathan Linowes

Publisher: Packt Publishing Ltd

ISBN: 9781839214257

Category: Computers

Page: 592

View: 812

Explore the latest features of Unity and build VR experiences including first-person interactions, audio fireball games, 360-degree media, art gallery tours, and VR storytelling Key Features Discover step-by-step instructions and best practices to begin your VR development journey Explore Unity features such as URP rendering, XR Interaction Toolkit, and ProBuilder Build impressive VR-based apps and games that can be experienced using modern devices like Oculus Rift and Oculus Quest Book Description This third edition of the Unity Virtual Reality (VR) development guide is updated to cover the latest features of Unity 2019.4 or later versions - the leading platform for building VR games, applications, and immersive experiences for contemporary VR devices. Enhanced with more focus on growing components, such as Universal Render Pipeline (URP), extended reality (XR) plugins, the XR Interaction Toolkit package, and the latest VR devices, this edition will help you to get up to date with the current state of VR. With its practical and project-based approach, this book covers the specifics of virtual reality development in Unity. You'll learn how to build VR apps that can be experienced with modern devices from Oculus, VIVE, and others. This virtual reality book presents lighting and rendering strategies to help you build cutting-edge graphics, and explains URP and rendering concepts that will enable you to achieve realism for your apps. You'll build real-world VR experiences using world space user interface canvases, locomotion and teleportation, 360-degree media, and timeline animation, as well as learn about important VR development concepts, best practices, and performance optimization and user experience strategies. By the end of this Unity book, you'll be fully equipped to use Unity to develop rich, interactive virtual reality experiences. What you will learn Understand the current state of virtual reality and VR consumer products Get started with Unity by building a simple diorama scene using Unity Editor and imported assets Configure your Unity VR projects to run on VR platforms such as Oculus, SteamVR, and Windows immersive MR Design and build a VR storytelling animation with a soundtrack and timelines Implement an audio fireball game using game physics and particle systems Use various software patterns to design Unity events and interactable components Discover best practices for lighting, rendering, and post-processing Who this book is for Whether you're a non-programmer unfamiliar with 3D computer graphics or experienced in both but new to virtual reality, if you're interested in building your own VR games or applications, this Unity book is for you. Any experience in Unity will be useful but is not necessary.
Categories: Computers

HCI in Games

HCI in Games

The Phenomenology of Real and Virtual Places, p. 52. Routledge, London (2018) 35. ... Murray, J.W.: Building Virtual Reality with Unity and Steam VR.

Author: Xiaowen Fang

Publisher: Springer Nature

ISBN: 9783030501648

Category: Computers

Page: 534

View: 436

This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic.
Categories: Computers

Complete Virtual Reality and Augmented Reality Development with Unity

Complete Virtual Reality and Augmented Reality Development with Unity

Leverage the power of Unity and become a pro at creating mixed reality applications ... say VIVE (Windows) and Daydream (Android), consider making separate ...

Author: Jesse Glover

Publisher: Packt Publishing Ltd

ISBN: 9781838644864

Category: Computers

Page: 668

View: 166

Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift Key Features Build fun augmented reality applications using ARKit, ARCore, and Vuforia Explore virtual reality by developing more than 10 engaging projects Learn how to integrate AR and VR concepts together in a single application Book Description Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You’ll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You’ll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you’ll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You’ll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You’ll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you’ll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: Unity Virtual Reality Projects - Second Edition by Jonathan Linowes Unity 2018 Augmented Reality Projects by Jesse Glover What you will learn Create 3D scenes to learn about world space and scale Move around your scenes using locomotion and teleportation Create filters or overlays that work with facial recognition software Interact with virtual objects using eye gaze, hand controllers, and user input events Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is for If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.
Categories: Computers

Multimedia and Sensory Input for Augmented Mixed and Virtual Reality

Multimedia and Sensory Input for Augmented  Mixed  and Virtual Reality

For this, they used STEAM VR, a gaming platform that hosts Virtual Reality games and applications, Unity has a plugin which allows steam to access the ...

Author: Tyagi, Amit Kumar

Publisher: IGI Global

ISBN: 9781799847045

Category: Computers

Page: 310

View: 165

Augmented and virtual reality (AR and VR) offer exciting opportunities for human computer interaction (HCI), the enhancement of places, and new business cases. Though VR is most popular for video games, especially among younger generations, AR and VR can also be used in applications that include military, medical, navigational, tourism, marketing, and maintenance uses. Research in these technologies along with 3D user interfaces has gained momentum in recent years and has solidified it as a staple technology for the foreseeable future. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality includes a collection of business case studies covering a variety of topics related to AR, VR, and mixed reality (MR) including their use in possible applications. This book also touches on the diverse uses of AR and VR in many industries and discusses their importance, challenges, and opportunities. While discussing the use these technologies in sectors such as education, healthcare, and computer science, this book is ideal for computer scientists, engineers, practitioners, stakeholders, researchers, academicians, and students who are interested in the latest research on augmented, mixed, and virtual reality.
Categories: Computers

Biomimetic and Biohybrid Systems

Biomimetic and Biohybrid Systems

Murray, J.W.: Building Virtual Reality with Unity and Steam Vr. CRC Press, Boca Raton (2017) 6. Abrash, M.: What vr could, should, and almost certainly will ...

Author: Vasiliki Vouloutsi

Publisher: Springer

ISBN: 9783319959726

Category: Computers

Page: 551

View: 438

This book constitutes the proceedings of the 7th International Conference on Biomimetic and Biohybrid Systems, Living Machines 2018, held in Paris, France, in July 2018.The 40 full and 18 short papers presented in this volume were carefully reviewed and selected from 60 submissions. The theme of the conference targeted at the intersection of research on novel life-like technologies inspired by the scientific investigation of biological systems, biomimetics, and research that seeks to interface biological and artificial systems to create biohybrid systems.
Categories: Computers

Creating Augmented and Virtual Realities

Creating Augmented and Virtual Realities

development or they're using it to make the next latest VR game, ... was one script for Unity3d that was dragged and dropped into a scene with the SteamVR ...

Author: Erin Pangilinan

Publisher: "O'Reilly Media, Inc."

ISBN: 9781492044147

Category: Computers

Page: 372

View: 240

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
Categories: Computers

Phenomenology of the Gameworld A Philosophical Toolbox for Video Game Developers

Phenomenology of the Gameworld  A Philosophical Toolbox for Video Game Developers

other device that visually suggests that the player is viewing the world through ... and Murray, Building Virtual Reality with Unity and SteamVR (2017), pp.

Author: Matthew E. Gladden

Publisher: Defragmenter Media

ISBN: 9781944373740

Category: Computers

Page: 362

View: 244

The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Categories: Computers

VR Developer Gems

VR Developer Gems

URL: https://docs. unity3d.com/Manual/UNet.html [Valve SteamVR] Valve SteamVR, ... Behavior Replication, and Kinematics in Virtual Reality Daniel 320 16.

Author: William R. Sherman

Publisher: CRC Press

ISBN: 9781351654616

Category: Computers

Page: 676

View: 963

This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.
Categories: Computers

Augmented Reality Virtual Reality and Computer Graphics

Augmented Reality  Virtual Reality  and Computer Graphics

6.1 VR Environment Our VR test environment is built using the Unity game engine along with Valve Corporation's SteamVR plugin to power our integration with ...

Author: Lucio Tommaso De Paolis

Publisher: Springer Nature

ISBN: 9783030584658

Category:

Page:

View: 738

Categories:

Unity 2020 Mobile Game Development

Unity 2020 Mobile Game Development

... state of virtual reality and VR consumer products Get started with Unity by ... SteamVR, and Windows immersive MR Design and build a VR storytelling ...

Author: John P. Doran

Publisher: Packt Publishing Ltd

ISBN: 9781838980993

Category: Computers

Page: 464

View: 837

Unity has established itself as a powerful force for developing games. If you love mobile games and want to learn how to create them but have no idea where to begin, this book is for you. It takes a step-by-step approach to build an endless runner game using Unity, along with covering examples on how to create a game that is uniquely your own.
Categories: Computers

17th International Conference on Information Technology New Generations ITNG 2020

17th International Conference on Information Technology   New Generations  ITNG 2020

The Vive Virtual Reality System includes a headset, two wireless controllers, ... our team used Unity version 2018.3.4 to create and build the simulation.

Author: Shahram Latifi

Publisher: Springer Nature

ISBN: 9783030430207

Category: Computers

Page: 742

View: 890

This volume presents the 17th International Conference on Information Technology—New Generations (ITNG), and chronicles an annual event on state of the art technologies for digital information and communications. The application of advanced information technology to such domains as astronomy, biology, education, geosciences, security, and healthcare are among the themes explored by the ITNG proceedings. Visionary ideas, theoretical and experimental results, as well as prototypes, designs, and tools that help information flow to end users are of special interest. Specific topics include Machine Learning, Robotics, High Performance Computing, and Innovative Methods of Computing. The conference features keynote speakers; a best student contribution award, poster award, and service award; a technical open panel, and workshops/exhibits from industry, government, and academia.
Categories: Computers

Game Engine Architecture Third Edition

Game Engine Architecture  Third Edition

... Android TV and tvOS) and virtual reality (VR) systems (e.g., Oculus Rift, Steam VR, Gear VR). Unity's primary design goals are ease of development and ...

Author: Jason Gregory

Publisher: CRC Press

ISBN: 9781351974288

Category: Computers

Page: 1240

View: 851

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.
Categories: Computers

Understanding Virtual Reality

Understanding Virtual Reality

tools, such as the World ToolKit (WTK) and Virtools, had a full stack of features ... Valve provides a “SteamVR” package that easily integrates into Unity.

Author: William R. Sherman

Publisher: Morgan Kaufmann

ISBN: 9780128010389

Category: Computers

Page: 938

View: 696

Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software and a new glossary with pictures
Categories: Computers

Robot Operating System ROS

Robot Operating System  ROS

Among the Unity assets, the SteamVR plugin is specially useful, since it contains the basic interactions required by virtual reality, such as visualizing, ...

Author: Anis Koubaa

Publisher: Springer

ISBN: 9783319915906

Category: Technology & Engineering

Page: 605

View: 206

Building on the successful first and second volumes, this book is the third volume of the Springer book on the Robot Operating System (ROS): The Complete Reference. The Robot Operating System is evolving from year to year with a wealth of new contributed packages and enhanced capabilities. Further, the ROS is being integrated into various robots and systems and is becoming an embedded technology in emerging robotics platforms. The objective of this third volume is to provide readers with additional and comprehensive coverage of the ROS and an overview of the latest achievements, trends and packages developed with and for it. Combining tutorials, case studies, and research papers, the book consists of sixteen chapters and is divided into five parts. Part 1 presents multi-robot systems with the ROS. In Part 2, four chapters deal with the development of unmanned aerial systems and their applications. In turn, Part 3 highlights recent work related to navigation, motion planning and control. Part 4 discusses recently contributed ROS packages for security, ROS2, GPU usage, and real-time processing. Lastly, Part 5 deals with new interfaces allowing users to interact with robots. Taken together, the three volumes of this book offer a valuable reference guide for ROS users, researchers, learners and developers alike. Its breadth of coverage makes it a unique resource.
Categories: Technology & Engineering

Creating Augmented and Virtual Realities

Creating Augmented and Virtual Realities

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 ...

Author: Erin Pangilinan

Publisher: O'Reilly Media

ISBN: 9781492044161

Category: Computers

Page: 372

View: 150

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
Categories: Computers

Advanced Computing Strategies for Engineering

Advanced Computing Strategies for Engineering

Therefore, VRTK can be used to handle the HTC Vive and the Oculus Rift, ... the usage Unity3D, VRTK and Steam VR with a HTC Vive or Oculus Rift HMD.

Author: Ian F. C. Smith

Publisher: Springer

ISBN: 9783319916354

Category: Computers

Page: 620

View: 469

This double volume set ( LNAI 10863-10864) constitutes the refereed proceedings of the 25th International Workshop, EG-ICE 2018, held in Lausanne, Switzerland, in June 2018. The 58 papers presented in this volume were carefully reviewed and selected from 108 submissions. The papers are organized in topical sections on Advanced Computing in Engineering, Computer Supported Construction Management, Life-Cycle Design Support, Monitoring and Control Algorithms in Engineering, and BIM and Engineering Ontologies.
Categories: Computers

Enterprise Augmented Reality Projects

Enterprise Augmented Reality Projects

In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case.

Author: Jorge R. López Benito

Publisher: Packt Publishing Ltd

ISBN: 9781789803150

Category: Computers

Page: 388

View: 651

Design end-to-end AR solutions for domains such as marketing, retail, manufacturing, tourism, automation, and training Key Features Use leading AR development frameworks such as ARCore, ARKit, and Vuforia across key industries Identify the market potential of AR for designing visual solutions in different business sectors Build multi-platform AR projects for various platforms such as Unity, iOS, and Android Book Description Augmented reality (AR) is expanding its scope from just being used in mobile and game applications to enterprise. Different industries are using AR to enhance assembly line visualization, guide operators performing difficult tasks, attract more customers, and even improve training techniques. In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case. You'll delve into the basics of Unity and get familiar with Unity assets, materials, and resources, which will help you build a strong foundation for working on the different AR projects covered in the book. You'll build real-world projects for various industries such as marketing, retail, and automation in a step-by-step manner. This will give you hands-on experience in developing your own industrial AR apps. While building the projects, you'll explore various AR frameworks used in the enterprise environment such as Vuforia, EasyAR, ARCore, and ARKit, and understand how they can be used by themselves or integrated into the Unity 3D engine to create AR markers, 3D models, and components of an AR app. By the end of this book, you'll be well versed in using different commercial AR frameworks as well as Unity for building robust AR projects. What you will learn Understand the basics of Unity application development and C# scripting Learn how to use Android Studio along with ARCore and Sceneform to build AR prototypes for Android devices Enable AR experiences on the web with ARCore and WebAR Explore emerging AR authoring tools such as Augmented Class! for education Understand the differences and similarities between handheld and head-mounted display (HMD) environments and how to build an app for each target Become well versed in using Xcode with ARKit and SceneKit to develop AR portals for iOS devices Who this book is for This book is for anyone interested in emerging and interactive technologies or looking to build AR applications for any domain. Although, no prior augmented reality experience is required, having some skills in object-oriented programming (OOP) will be helpful.
Categories: Computers