‏162.00 ₪

Virtual & Augmented Reality For Dummies

‏162.00 ₪
ISBN13
9781119481348
יצא לאור ב
New York
זמן אספקה
21 ימי עסקים
עמודים
352
פורמט
Paperback / softback
תאריך יציאה לאור
17 ביולי 2018
"Learn about virtual, augmented, and mixed reality; how to apply these technologies in your business; the history and future of VR and AR"--Cover.
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.
מידע נוסף
עמודים 352
פורמט Paperback / softback
ISBN10 1119481341
יצא לאור ב New York
תאריך יציאה לאור 17 ביולי 2018
תוכן עניינים Introduction 1 About This Book 2 Foolish Assumptions 3 Icons Used in This Book 3 Beyond the Book 4 Where to Go from Here 4 Part 1: Getting Started with Virtual and Augmented Reality 5 Chapter 1: Defining Virtual and Augmented Reality 7 Introducing Virtual Reality and Augmented Reality 8 Looking at Some Other Types of Virtual and Augmented Reality 11 Mixed reality 11 Augmented virtuality 13 Extended reality 14 Taking a Quick History Tour 14 The father of virtual reality 15 Augmented reality gets a name 16 Early virtual reality failures 16 Virtual reality breaks through 17 Augmented reality hits the mainstream 18 Evaluating the Technology Hype Cycle 19 Chapter 2: Exploring the Current State of Virtual Reality 23 Looking at the Available Form Factors 24 Focusing on Features 29 Room-scale versus stationary experience 29 Inside-out tracking 31 Haptic feedback 33 Audio 35 Considering Controllers 36 Toggle button 36 Integrated hardware touchpad 37 Gaze controls 37 Keyboard and mouse 38 Standard gamepads 40 Motion controllers 40 Hand tracking 43 Eye tracking 44 . . . and much more 46 Recognizing the Current Issues with VR 47 Simulator sickness 47 The screen-door effect 49 Movement in VR 50 Health effects 51 Cannibalization of the market 51 Assessing Adoption Rates 52 Chapter 3: Exploring the Current State of Augmented Reality 55 Looking at the Available Form Factors 57 Mobile devices 57 AR headsets 58 AR glasses 60 Considering Controllers 61 Touch 62 Gaze 63 Keyboard and mouse 64 Voice 64 Hand tracking 65 Motion controllers 66 Recognizing the Current Issues with Augmented Reality 68 Form factors and first impressions 68 Cost and availability 69 Perceived usefulness 69 Tracking 70 Field of view 72 Visuals 73 Assessing Adoption Rates 74 Part 2: Consuming Content in Virtual and Augmented Reality 77 Chapter 4: Consuming Content in Virtual Reality 79 Exploring Consumer-Grade Virtual Reality 79 High-end devices 80 Mid-tier devices 81 Low-end devices 82 Identifying Near-Future Hardware 83 HTC Vive Pro 84 HTC Vive Focus 85 Lenovo Mirage Solo 86 Oculus Santa Cruz 86 Oculus Go 88 Pimax 8K 89 LooxidVR 90 Varjo 91 Comparing Current and Future Options 92 Chapter 5: Consuming Content in Augmented Reality 95 Exploring Consumer-Grade Augmented Reality 96 Microsoft HoloLens 97 Meta 2 98 Magic Leap 100 Mira Prism 101 Apple ARKit and Google ARCore 102 Identifying Near-Future Hardware 105 Heads-up displays 105 AR devices 106 Comparing Current and Future Options 107 Part 3: Creating Content in Virtual and Augmented Reality 109 Chapter 6: Evaluating Your Project 111 Assessing Your Project's Technology Needs 111 What is the elevator pitch for my project? 112 What are my goals and objectives? 113 What problem does my project uniquely solve? 114 Who is the target market? 115 What should the end-user experience be? 116 Choosing Virtual Reality 117 Strengths 117 Weaknesses 118 Choosing Augmented Reality 119 Strengths 120 Weaknesses 121 Chapter 7: Planning Your Virtual Reality Project 123 Defining Your Virtual Reality Project 123 Determining your project execution 124 Defining your audience 125 Determining hardware support 125 Defining your timeline 128 Exploring Design Principles in Virtual Reality 129 Starting up 129 Focusing the user's attention 130 Understanding the comfort zone 131 Giving the user control 134 Understanding locomotion 134 Providing feedback 136 Following the user's gaze 137 Avoiding simulator sickness 138 More best practices to consider 139 Defining Your Social Experience 140 Chapter 8: Planning Your Augmented Reality Project 143 Defining Your Augmented Reality Project 144 Determining hardware support 144 Defining your timeline 147 Exploring Design Principles in Augmented Reality 148 Starting up 148 Considering the environment 150 Understanding comfort zones 152 Interacting with objects 154 Exploring user interface patterns 158 Understanding text 159 Testing, testing, 1, 2, 3 161 Defining Your Social Experience 161 Chapter 9: Creating Content for Virtual and Augmented Reality 163 Assessing Design Software 164 User experience design software 164 Traditional design tools 169 VR/AR-based design tools 172 Ready-made models 173 Capturing Real Life 174 Video-capture options 175 Still-image capture options 178 Audio options 181 Spatial audio 184 Assessing Development Software 185 Game development engines 185 Mobile augmented reality development 189 WebVR 190 Distributing Your Content 196 Virtual reality desktop headsets 197 Virtual reality mobile headsets 197 Google Cardboard 197 WebVR 198 Augmented reality headsets 198 Mobile augmented reality 198 Other options 199 Part 4: Virtual and Augmented Reality in the Wild 201 Chapter 10: Exploring Virtual Reality Use Cases 203 Art 204 Tilt Brush 204 Pierre Chareau exhibit 207 Google Arts & Culture VR 208 Education 209 Google Expeditions VR 210 Clouds Over Sidra 211 Apollo 11 VR 212 Entertainment 213 Intel True VR 213 The Shard 216 Healthcare 218 Beatriz: A journey through Alzheimer's disease 219 Virtual operating room 221 Psychological therapy 222 Gaming 223 Rec Room 223 VR arcades 224 Chapter 11: Exploring Augmented Reality Use Cases 227 Art 228 Facebook Building 20 228 Jeff Koons and Snapchat 229 Education 231 Google Expeditions 232 Major League Soccer Replay 233 Healthcare education 233 Industry and Commerce 236 thyssenkrupp 236 WorkLink 237 Entertainment 240 Star Wars: Jedi Challenges 241 The New York Times Winter Olympics AR 243 Kinect Sandbox 244 Utilities 247 Perinno-Uno 247 Who Is It? 248 Part 5: The Future of Virtual and Augmented Reality 251 Chapter 12: Assessing the Future of Virtual Reality 253 Anticipating the Near-Future Changes 254 Evaluating the market 254 Looking at upcoming hardware and software 255 Considering Virtual Reality's "Killer App" 260 Predicting the Impact 261 Chapter 13: Assessing the Future of Augmented Reality 267 Analyzing Near Future Changes 268 Evaluating the market 268 Considering AR's "Killer App" 269 Predicting the Impact 271 Part 6: The Part of Tens 277 Chapter 14: Ten Questions about Virtual and Augmented Reality 279 How Will Virtual and Augmented Reality Affect Me? 279 Which Technology Will Win? 280 What If I Don't Have a Headset? 281 How Large Will the Virtual and Augmented Reality Consumer Markets Get? 282 When Should I Enter the Market as a Consumer? 282 When Should My Company Enter the Market? 283 Which Virtual Reality Headset Is Right for Me? 284 What Could Impede the Growth of Virtual and Augmented Reality? 287 Are There Lasting Physical Effects? 287 What Is the Future of Virtual and Augmented Reality? 288 Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality 289 Travel 290 Museums 292 Aerospace 293 Retail 294 Military 295 Education 297 Entertainment 298 Real Estate 300 Advertising and Marketing 301 The Unknown 302 Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today 305 Google Translate 306 Amazon AR View 307 Blippar 308 AR City 310 ARise 311 Ingress and Pokemon Go 312 MeasureKit and Measure 313 InkHunter 313 Sketch AR 314 Find Your Car and Car Finder AR 315 Index 317
זמן אספקה 21 ימי עסקים