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: 851

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

Complete Virtual Reality and Augmented Reality Development with Unity

Complete Virtual Reality and Augmented Reality Development with Unity

This Learning Path makes you an expert developer of AR and VR applications by teaching you everything - from the basic principles of AR application development to developing immersive and fun VR applications using Unity 3D and Unity 2018.

Author: Jesse Glover

Publisher: Packt Publishing Ltd

ISBN: 9781838644864

Category: Computers

Page: 668

View: 376

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

EON Studio

EON Studio

EON Studio is EON Reality's flagship authoring software for developing interactive 3D, VR, and AR applications.

Author: Jamie Justice

Publisher:

ISBN: 1548686220

Category:

Page: 182

View: 829

EON Studio is EON Reality's flagship authoring software for developing interactive 3D, VR, and AR applications. With EON Studio, users of all experience levels can build complex, high-quality AR, VR, and 3D content with little to no programming experience.Whether you create 3D applications for architecture, marketing or training, EON Studio provides a unique range of benefits and functions making it a developer's preferred choice.
Categories:

Virtual Augmented Reality For Dummies

Virtual   Augmented Reality For Dummies

Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of ...

Author: Paul Mealy

Publisher: John Wiley & Sons

ISBN: 9781119481348

Category: Computers

Page: 352

View: 838

An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Categories: Computers

Augmented Reality for Developers

Augmented Reality for Developers

Build exciting AR applications on mobile and wearable devices with Unity 3D, Vuforia, ARToolKit, Microsoft Mixed Reality HoloLens, Apple ARKit, and Google ARCore About This Book Create unique AR applications from scratch, from beginning to ...

Author: Jonathan Linowes

Publisher: Packt Publishing Ltd

ISBN: 9781787288041

Category: Computers

Page: 548

View: 530

Build exciting AR applications on mobile and wearable devices with Unity 3D, Vuforia, ARToolKit, Microsoft Mixed Reality HoloLens, Apple ARKit, and Google ARCore About This Book Create unique AR applications from scratch, from beginning to end, with step-by-step tutorials Use Unity 3D to efficiently create AR apps for Android, iOS, and Windows platforms Use Vuforia, ARTookKit, Windows Mixed Reality, and Apple ARKit to build AR projects for a variety of markets Learn best practices in AR user experience, software design patterns, and 3D graphics Who This Book Is For The ideal target audience for this book is developers who have some experience in mobile development, either Android or iOS. Some broad web development experience would also be beneficial. What You Will Learn Build Augmented Reality applications through a step-by-step, tutorial-style project approach Use the Unity 3D game engine with the Vuforia AR platform, open source ARToolKit, Microsoft's Mixed Reality Toolkit, Apple ARKit, and Google ARCore, via the C# programming language Implement practical demo applications of AR including education, games, business marketing, and industrial training Employ a variety of AR recognition modes, including target images, markers, objects, and spatial mapping Target a variety of AR devices including phones, tablets, and wearable smartglasses, for Android, iOS, and Windows HoloLens Develop expertise with Unity 3D graphics, UIs, physics, and event systems Explore and utilize AR best practices and software design patterns In Detail Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses. Style and approach This book adopts a practical, step-by-step, tutorial-style approach. The design principles and methodology will be explained by creating different modules of the AR app.
Categories: Computers

Emerging Extended Reality Technologies for Industry 4 0

Emerging Extended Reality Technologies for Industry 4 0

Audience This book is intended for academic and industrial developers, exploring and developing applications in the Industry 4.0/Virtual Reality/Augmented Reality/Artificial Intelligence/Internet of Things/Robotics space, including those ...

Author: Jolanda G. Tromp

Publisher: John Wiley & Sons

ISBN: 9781119654636

Category: Computers

Page: 272

View: 480

In the fast-developing world of Industry 4.0, which combines Extended Reality (XR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR), creating location aware applications to interact with smart objects and smart processes via Cloud Computing strategies enabled with Artificial Intelligence (AI) and the Internet of Things (IoT), factories and processes can be automated and machines can be enabled with self-monitoring capabilities. Smart objects are given the ability to analyze and communicate with each other and their human co-workers, delivering the opportunity for much smoother processes, and freeing up workers for other tasks. Industry 4.0 enabled smart objects can be monitored, designed, tested and controlled via their digital twins, and these processes and controls are visualized in VR/AR. The Industry 4.0 technologies provide powerful, largely unexplored application areas that will revolutionize the way we work, collaborate and live our lives. It is important to understand the opportunities and impact of the new technologies and the effects from a production, safety and societal point of view.
Categories: Computers

Reality Bytes

Reality Bytes

Reality Bytes opens the doors to tools for meeting every student no matter where they are. This book outlines the power that AR and VR have in building empathy and growing critical worldviews and perspectives.

Author: Jesse Lubinsky

Publisher:

ISBN: 1949595919

Category: Education

Page: 160

View: 285

Transform teaching and learning with AR and VR in your classroom. We're at the dawn of an incredible transformation in education. Augmented reality and virtual reality--technologies that were once the province of science fiction and fantasy--are faster, better, and more affordable than ever. These tools have the potential to not only inspire students but to redefine how we teach and collaborate. But widespread adoption of AR and VR in K-12 classrooms requires taking risks, investing money and time, and training educators. Reality Bytes makes the case for taking this leap by showing how educators are using these amazing technologies, and it provides a powerful framework to help anyone, in any school, join them. The innovative educators profiled are already designing learning experiences using AR and VR that supercharge student motivation, encourage creativity, and make otherwise impossible educational adventures accessible to all. You can do the same, using easy-to-implement resources that will revolutionize how you approach instruction. Equip your students with the skills they'll need in the future--today. Reality Bytes opens the doors to tools for meeting every student no matter where they are. This book outlines the power that AR and VR have in building empathy and growing critical worldviews and perspectives. Christine, Jesse, and Micah cast an exciting vision for the future of education! --Ken Shelton, educational strategist, equity and inclusion consultant Creating engaging lessons that successfully integrate technology can be challenging. Reality Bytes is here to help with tons of images, classroom stories, and ideas that will help you create student-centered lessons that allow your students to experience content in a whole new way. No matter the grade level, there is something for everyone in this wonderfully immersive book. --Alice Keeler, teacher, edtech expert, Google Certified Innovator While you won't see Winona Ryder's name on the cover of this book, you will find some star power in it--the power to create star learners in our classrooms using cutting-edge tools! Reality Bytes will you give you the tools, the pedagogy, and a practical framework to bring the new reality of learning into your classroom. --Kasey Bell, author of Shake Up Learning: Practical Ideas to Move Learning from Static to Dynamic
Categories: Education

AR and VR Using the WebXR API

AR and VR Using the WebXR API

This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer.

Author: Rakesh Baruah

Publisher: Apress

ISBN: 1484263170

Category: Computers

Page: 328

View: 471

Gain an in-depth knowledge in immersive web development to create augmented reality (AR) and virtual reality (VR) applications inside web browsers using WebXR API, WebGL, Three.js, and A-Frame. This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer. Beginning with technical analysis of how web browsers function, the book covers programming languages such as WebGL, JavaScript, and HTML, with an eye on a complete understanding of the WebXR lifecycle. You'll then explore how contemporary web browsers work at the code level and see how to set up a local development server and use it with the Visual Studio Code IDE to create 3D animation in the WebGL programming language. With a familiarity of the web-rendering pipeline in place, you’ll venture on to WebGL abstractions such as the Three.js JavaScript library and Mozilla’s A-Frame XR Framework, which use WebXR to create high-end visual effects. In the final projects of the book, you’ll create an augmented reality web session for an Android phone device, and create a VR scene in A-Frame (built on Three.js) to demo essential components of the WebXR API pertaining to user positioning and interaction. Game engines have become common-place for the creation of mixed reality content. However, developers not interested in learning entirely new workflows may be better suited to work within a medium almost universally open to all—the web; AR and VR Using the WebXR API will show you the way. What You'll Learn Master the creation of virtual reality and augmented reality features for web page Prepare to work as an immersive web developer with a portfolio of projects in sought-after technologies Review the fundamentals of writing shaders in WebGL Experience the unity between client, server, and cloud architecture as it applies to location-based AR Who This Book Is For Aspiring immersive web developers and developers already familiar with the fundamentals of web development who want to further explore topics such as spatial computing, computer vision, spatial anchors, and cloud-computing for multi-user social experiences.
Categories: Computers

Understanding Augmented Reality

Understanding Augmented Reality

Explore the different techniques, technologies and approaches used in developing AR applications Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of ...

Author: Alan B. Craig

Publisher: Newnes

ISBN: 9780240824109

Category: Computers

Page: 296

View: 378

Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today’s technology. At the same time, ample examples are provided that show what is possible with current technology. Explore the different techniques, technologies and approaches used in developing AR applications Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences Some AR examples can be experienced from within the book using downloadable software
Categories: Computers

Stepping into Virtual Reality

Stepping into Virtual Reality

Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds.

Author: Mario Gutierrez

Publisher: Springer Science & Business Media

ISBN: 1848001177

Category: Computers

Page: 214

View: 910

Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.
Categories: Computers

Extended Reality in Practice

Extended Reality in Practice

The book is the leading resource for anyone seeking a one-stop reference for augmented, virtual, and mixed reality tech and their limitless potential for enterprise.

Author: Bernard Marr

Publisher: John Wiley & Sons

ISBN: 9781119699378

Category: Business & Economics

Page: 272

View: 275

EXTENDED REALITY IN PRACTICE As one of the leading business trends today, extended reality (XR) promises to revolutionize the way consumers experience their encounters with brands and products of all kinds. Top brands from Pepsi and Uber to Boeing and the U.S. Army are creating immersive digital experiences that capture the interest and imaginations of their target markets. In Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented and Mixed Reality are Changing Business and Society, celebrated futurist, technologist, speaker, and author Bernard Marr delivers a robust and accessible explanation of how all kinds of firms are developing innovative XR solutions to business problems. You’ll discover the new ways that companies are harnessing virtual, augmented, and mixed reality to improve consumers’ perception of their brands. You’ll also find out why there are likely to be no industries that will remain untouched by the use of XR, and why these technologies are popular across the commercial, governmental, and non‐profit spectrums. Perfect for Chief Executive Officers, business owners, leaders, managers, and professionals working in business development, Extended Reality in Practice will also earn a place in the libraries of professionals working within innovation teams seeking an accessible resource on the possibilities and potential created by augmented, virtual, and mixed reality technologies. An insightful exploration of extended reality from a renowned thought leader, technologist, and futurist Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented and Mixed Reality are Changing Business and Society offers readers a front-row seat to one of the most exciting and impactful business trends to find traction in years. Celebrated futurist and author Bernard Marr walks you through the ins and outs of XR, or extended reality, and how it promises to revolutionize everything from the experience of walking through an airport or shopping mall to grabbing a burger at a fast-food restaurant. Discover insightful and illuminating case studies from businesses and organizations in a variety of industries, including Burger King, BMW, Boeing, and the U.S. Army, and see how they’re turning virtual, mixed, and augmented reality experiences into big wins for their stakeholders. You’ll also find out about how XR can help businesses tackle the problems of lackluster engagement and lukewarm customer loyalty with reinvigorated consumer experiences. Ideal for executives, founders, business leaders and owners, and professionals of all sorts, Extended Reality in Practice is an indispensable guide to an indispensable new technology. The book is the leading resource for anyone seeking a one-stop reference for augmented, virtual, and mixed reality tech and their limitless potential for enterprise.
Categories: Business & Economics

Virtual Reality

Virtual Reality

This book will introduce the history and development of human-computer interaction ( HCI ) and Virtual Reality / Augmented Reality /Mixed Reality.

Author: Ajit Singh

Publisher: Independently Published

ISBN: 1076340458

Category:

Page: 76

View: 957

This book will introduce the history and development of human-computer interaction and Virtual Reality / Augmented Reality /Mixed Reality. I try to analyze three most representive technologies; ● Oculus Rift● Google Glass ● HoloLens. Based on these, i will discuss the advantages and disadvantages of those technologies. This book discusses how VR, AR and MR work, and provides reasoning why virtual reality and augmented reality will be the next stage of human-computer interaction and how much possibility there is that VR, AR and MR technologies will be the next stage of HCI.The book contains the following topics: ● 1 introduces the background of the book.● 2 describes the development of Human-Computer Interaction.● 3 introduces Virtual Reality and analyses some of the VR technologies, like Oculus Rift.● 4 introduces Augmented Reality and analyses Google Glass and HoloLens.● 5 is the Mixed Reality ● 6 Implementation Augmented Reality In Learning● 7 DIY Creating Augmented Reality With D'FUSION
Categories:

Augmented and Virtual Reality the Ultimate Step By Step Guide

Augmented and Virtual Reality the Ultimate Step By Step Guide

You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in.

Author: Gerardus Blokdyk

Publisher: 5starcooks

ISBN: 0655441034

Category:

Page: 286

View: 602

Do you know what you need to know about Augmented and Virtual Reality? Is Augmented and Virtual Reality required? What tools and technologies are needed for a custom Augmented and Virtual Reality project? What are the potential basics of Augmented and Virtual Reality fraud? Is the impact that Augmented and Virtual Reality has shown? Defining, designing, creating, and implementing a process to solve a challenge or meet an objective is the most valuable role... In EVERY group, company, organization and department. Unless you are talking a one-time, single-use project, there should be a process. Whether that process is managed and implemented by humans, AI, or a combination of the two, it needs to be designed by someone with a complex enough perspective to ask the right questions. Someone capable of asking the right questions and step back and say, 'What are we really trying to accomplish here? And is there a different way to look at it?' This Self-Assessment empowers people to do just that - whether their title is entrepreneur, manager, consultant, (Vice-)President, CxO etc... - they are the people who rule the future. They are the person who asks the right questions to make Augmented and Virtual Reality investments work better. This Augmented and Virtual Reality All-Inclusive Self-Assessment enables You to be that person. All the tools you need to an in-depth Augmented and Virtual Reality Self-Assessment. Featuring 668 new and updated case-based questions, organized into seven core areas of process design, this Self-Assessment will help you identify areas in which Augmented and Virtual Reality improvements can be made. In using the questions you will be better able to: - diagnose Augmented and Virtual Reality projects, initiatives, organizations, businesses and processes using accepted diagnostic standards and practices - implement evidence-based best practice strategies aligned with overall goals - integrate recent advances in Augmented and Virtual Reality and process design strategies into practice according to best practice guidelines Using a Self-Assessment tool known as the Augmented and Virtual Reality Scorecard, you will develop a clear picture of which Augmented and Virtual Reality areas need attention. Your purchase includes access details to the Augmented and Virtual Reality self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows your organization exactly what to do next. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard, and... - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation ...plus an extra, special, resource that helps you with project managing. INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.
Categories:

Virtual Reality Blueprints

Virtual Reality Blueprints

Who this book is for If you are a game developer and a VR enthusiast now looking to get stuck into the VR app development process by creating VR apps for different platforms, then this is the book for you.

Author: Charles Palmer

Publisher: Packt Publishing Ltd

ISBN: 9781786465030

Category: Computers

Page: 250

View: 441

Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC Vive Key Features Develop robust, immersive VR experiences that are easy on the eye. Code 3D games and applications using Unity 3D game engine. Learn the basic principles of virtual reality applications Book Description Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and mobile-based games and applications. Explore the three top platforms—Cardboard VR, Gear VR, and OculusVR —to design immersive experiences from scratch. You’ll start by understanding the science-fiction roots of virtual reality and then build your first VR experience using Cardboard VR. You'll then delve into user interactions in virtual space for the Google Cardboard then move on to creating a virtual gallery with Gear VR. Then you will learn all about virtual movements, state machines, and spawning while you shoot zombies in the Oculus Rift headset. Next, you'll construct a Carnival Midway, complete with two common games to entertain players. Along the way, you will explore the best practices for VR development, review game design tips, discuss methods for combating motion sickness and identify alternate uses for VR applications What you will learn Use Unity assets to create object simulation. Implement simple touch controls in your application. Apply artificial intelligence to achieve player and character interaction. Add scripts for movement, tracking, grasping, and spawning. Create animated walkthroughs, use 360-degree media, and build engaging VR experiences. Deploy your games on multiple VR platforms. Who this book is for If you are a game developer and a VR enthusiast now looking to get stuck into the VR app development process by creating VR apps for different platforms, then this is the book for you. Familiarity with the Unity game engine and the C# language is key to getting the most from this book.
Categories: Computers

Augmented and Virtual Reality Marketing a Clear and Concise Reference

Augmented and Virtual Reality Marketing a Clear and Concise Reference

You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in.

Author: Gerardus Blokdyk

Publisher: 5starcooks

ISBN: 065541679X

Category:

Page: 290

View: 349

In what ways are Augmented and Virtual Reality Marketing vendors and us interacting to ensure safe and effective use? How can we incorporate support to ensure safe and effective use of Augmented and Virtual Reality Marketing into the services that we provide? What are the short and long-term Augmented and Virtual Reality Marketing goals? Who is the Augmented and Virtual Reality Marketing process owner? What are the basics of Augmented and Virtual Reality Marketing fraud? Defining, designing, creating, and implementing a process to solve a challenge or meet an objective is the most valuable role... In EVERY group, company, organization and department. Unless you are talking a one-time, single-use project, there should be a process. Whether that process is managed and implemented by humans, AI, or a combination of the two, it needs to be designed by someone with a complex enough perspective to ask the right questions. Someone capable of asking the right questions and step back and say, 'What are we really trying to accomplish here? And is there a different way to look at it?' This Self-Assessment empowers people to do just that - whether their title is entrepreneur, manager, consultant, (Vice-)President, CxO etc... - they are the people who rule the future. They are the person who asks the right questions to make Augmented and Virtual Reality Marketing investments work better. This Augmented and Virtual Reality Marketing All-Inclusive Self-Assessment enables You to be that person. All the tools you need to an in-depth Augmented and Virtual Reality Marketing Self-Assessment. Featuring 677 new and updated case-based questions, organized into seven core areas of process design, this Self-Assessment will help you identify areas in which Augmented and Virtual Reality Marketing improvements can be made. In using the questions you will be better able to: - diagnose Augmented and Virtual Reality Marketing projects, initiatives, organizations, businesses and processes using accepted diagnostic standards and practices - implement evidence-based best practice strategies aligned with overall goals - integrate recent advances in Augmented and Virtual Reality Marketing and process design strategies into practice according to best practice guidelines Using a Self-Assessment tool known as the Augmented and Virtual Reality Marketing Scorecard, you will develop a clear picture of which Augmented and Virtual Reality Marketing areas need attention. Your purchase includes access details to the Augmented and Virtual Reality Marketing self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows your organization exactly what to do next. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard, and... - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation ...plus an extra, special, resource that helps you with project managing. INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.
Categories:

Augmented Reality Virtual Reality Second Edition

Augmented Reality Virtual Reality Second Edition

You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in.

Author: Gerardus Blokdyk

Publisher: 5starcooks

ISBN: 0655425918

Category:

Page: 286

View: 975

Are there any disadvantages to implementing Augmented Reality Virtual Reality? There might be some that are less obvious? What sources do you use to gather information for a Augmented Reality Virtual Reality study? How can you improve Augmented Reality Virtual Reality? Does Augmented Reality Virtual Reality analysis show the relationships among important Augmented Reality Virtual Reality factors? Does the Augmented Reality Virtual Reality task fit the client's priorities? Defining, designing, creating, and implementing a process to solve a challenge or meet an objective is the most valuable role... In EVERY group, company, organization and department. Unless you are talking a one-time, single-use project, there should be a process. Whether that process is managed and implemented by humans, AI, or a combination of the two, it needs to be designed by someone with a complex enough perspective to ask the right questions. Someone capable of asking the right questions and step back and say, 'What are we really trying to accomplish here? And is there a different way to look at it?' This Self-Assessment empowers people to do just that - whether their title is entrepreneur, manager, consultant, (Vice-)President, CxO etc... - they are the people who rule the future. They are the person who asks the right questions to make Augmented Reality Virtual Reality investments work better. This Augmented Reality Virtual Reality All-Inclusive Self-Assessment enables You to be that person. All the tools you need to an in-depth Augmented Reality Virtual Reality Self-Assessment. Featuring 668 new and updated case-based questions, organized into seven core areas of process design, this Self-Assessment will help you identify areas in which Augmented Reality Virtual Reality improvements can be made. In using the questions you will be better able to: - diagnose Augmented Reality Virtual Reality projects, initiatives, organizations, businesses and processes using accepted diagnostic standards and practices - implement evidence-based best practice strategies aligned with overall goals - integrate recent advances in Augmented Reality Virtual Reality and process design strategies into practice according to best practice guidelines Using a Self-Assessment tool known as the Augmented Reality Virtual Reality Scorecard, you will develop a clear picture of which Augmented Reality Virtual Reality areas need attention. Your purchase includes access details to the Augmented Reality Virtual Reality self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows your organization exactly what to do next. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard, and... - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation ...plus an extra, special, resource that helps you with project managing. INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.
Categories:

Beginning ARKit for iPhone and iPad

Beginning ARKit for iPhone and iPad

This book reveals how augmented reality allows you to view the screen on an iOS device, aim the camera at a nearby scene, and view both the real items in that scene as well as a graphic image overlaid on to that scene.

Author: Wallace Wang

Publisher: Apress

ISBN: 9781484241028

Category: Computers

Page: 489

View: 601

Explore how to use ARKit to create iOS apps and learn the basics of augmented reality while diving into ARKit specific topics. This book reveals how augmented reality allows you to view the screen on an iOS device, aim the camera at a nearby scene, and view both the real items in that scene as well as a graphic image overlaid on to that scene. You’ll start by accessing the camera and teaching your app to track the world around its device. You'll then see how to position nodes and create augmented reality shapes and textures. Next you’ll have your creations interact with their environment by programming workable physics, detecting planes, measuring distance, and applying virtual force. Finally you’ll learn how to hit test and troubleshoot your applications to ensure they interact with the real world around them seamlessly. ARKit is Apple’s software framework for creating augmented reality apps on iOS devices such as the iPhone and iPad. Unlike virtual reality that creates an entirely artificial world for the user to view and explore, Beginning ARKit for iPhone and iPad will show you how augmented reality places artificial items in an actual scene displayed by an iOS device’s camera. What You’ll Learn Access the camera Use ARKit’s hit testing for tracked geometry Apply and combine real world and virtual physics Who This Book Is For Programmers familiar with the basics of Swift programming who want to dive into developing iOS applications with Swift.
Categories: Computers

Microsoft HoloLens by Example

Microsoft HoloLens by Example

Get to grips with HoloLens development as you create mixed reality apps from scratchAbout This Book* Create awesome Augmented Reality (AR) apps for the Microsoft HoloLens platform* Unleash the power of Unity SDK for HoloLens to create next ...

Author: Joshua Newnham

Publisher:

ISBN: 1787126269

Category: Application software

Page: 406

View: 365

Get to grips with HoloLens development as you create mixed reality apps from scratchAbout This Book* Create awesome Augmented Reality (AR) apps for the Microsoft HoloLens platform* Unleash the power of Unity SDK for HoloLens to create next generation AR apps* Explore the exciting world of gesture control, visual mapping, voice command for apps, and many more cutting edge possibilities with HoloLensWho This Book Is ForThis book is for developers who have some experience with programming in any of the major languages such as C#, C++, and so on. You do need any knowledge of Augmented Reality development.What You Will Learn* Extend the computing experience beyond the flat glass screen by placing and embedding virtual objects holograms) into the physical world* Interact with the holograms using gaze, gestures, and voice* Enhance the experience with spatial sound* Allow multiple users to naturally collaborate with each other* Integrate voice commands into your own HoloLens projects* Experiment with techniques to better understand the real world* Implement a user interface in Mixed Reality* Blend the virtual and physical world by making the holograms interact and react to the physical environmentIn DetailAre you a developer who is fascinated with Microsoft HoloLens and its capabilities? Do you want to learn the intricacies of working with the HoloLens SDK and create your own apps? If so, this is the book for you.This book introduces and demystifies the HoloLens platform and introduces new ways you can interact with computers (Mixed Reality). It will teach you the important concepts, get you excited about the possibilities, and give you the tools to continue exploring and experimenting. You will go through the journey of creating four independent examples throughout the book, two using DirectX and two using Unity. You will learn to implement spatial mapping and gesture control, incorporate spatial sound, and work with different types of input and gaze. You will also learn to use the Unity 5 SDK for HoloLens and create apps with it.Collectively, the apps explore the major concepts of HoloLens, but each app is independent, giving you the flexibility to choose where to start (and end).Style and approachThis book takes an example-based approach where you'll build AR apps with increasing difficulty. You will learn more about HoloLens platform as well as AR app development in general.
Categories: Application software

Augmented Human

Augmented Human

In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed.

Author: Helen Papagiannis

Publisher: "O'Reilly Media, Inc."

ISBN: 9781491928387

Category: Computers

Page: 156

View: 263

Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR’s current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user’s everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed. If you’re a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR’s possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology. You’ll explore how: Computer vision, machine learning, cameras, sensors, and wearables change the way you see the world Haptic technology syncs what you see with how something feels Augmented sound and hearables alter the way you listen to your environment Digital smell and taste augment the way you share and receive information New approaches to storytelling immerse and engage users more deeply Users can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfaces Human avatars can learn our behaviors and act on our behalf
Categories: Computers

Microsoft HoloLens By Example

Microsoft HoloLens By Example

If so, this is the book for you. This book introduces and demystifies the HoloLens platform and introduces new ways you can interact with computers (Mixed Reality).

Author: Joshua Newnham

Publisher: Packt Publishing Ltd

ISBN: 9781787122369

Category: Computers

Page: 406

View: 886

Get to grips with HoloLens development as you create mixed reality apps from scratch About This Book Create awesome Augmented Reality (AR) apps for the Microsoft HoloLens platform Unleash the power of Unity SDK for HoloLens to create next generation AR apps Explore the exciting world of gesture control, visual mapping, voice command for apps, and many more cutting edge possibilities with HoloLens Who This Book Is For This book is for developers who have some experience with programming in any of the major languages such as C#, C++, and so on. You do need any knowledge of Augmented Reality development. What You Will Learn Extend the computing experience beyond the flat glass screen by placing and embedding virtual objects holograms) into the physical world Interact with the holograms using gaze, gestures, and voice Enhance the experience with spatial sound Allow multiple users to naturally collaborate with each other Integrate voice commands into your own HoloLens projects Experiment with techniques to better understand the real world Implement a user interface in Mixed Reality Blend the virtual and physical world by making the holograms interact and react to the physical environment In Detail Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? Do you want to learn the intricacies of working with the HoloLens SDK and create your own apps? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and introduces new ways you can interact with computers (Mixed Reality). It will teach you the important concepts, get you excited about the possibilities, and give you the tools to continue exploring and experimenting. You will go through the journey of creating four independent examples throughout the book, two using DirectX and two using Unity. You will learn to implement spatial mapping and gesture control, incorporate spatial sound, and work with different types of input and gaze. You will also learn to use the Unity 5 SDK for HoloLens and create apps with it. Collectively, the apps explore the major concepts of HoloLens, but each app is independent, giving you the flexibility to choose where to start (and end). Style and approach This book takes an example-based approach where you'll build AR apps with increasing difficulty. You will learn more about HoloLens platform as well as AR app development in general.
Categories: Computers