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Virtual & augmented reality for dummies

Author: Paul Mealy
Publisher: Hoboken, NJ Wiley [2018]
Series: For dummies; Learning made easy
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
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  Read more...
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Document Type: Book
All Authors / Contributors: Paul Mealy
ISBN: 9781119481348 1119481341 9781119481522 111948152X 9781119481423 1119481422
OCLC Number: 1044702765
Accession No: (DE-599)GBV1026887682
Notes: Titelzusatz auf dem Umschlag: Learn about virtual, augmented, and mixed reality ; how to apply these technologies in your business ; the history and future of VR and AR
Description: 332 Seiten Illustrationen
Contents: Introduction 1About This Book 2Foolish Assumptions 3Icons Used in This Book 3Beyond the Book 4Where to Go from Here 4Part 1: Getting Started with Virtual and Augmented Reality 5Chapter 1: Defining Virtual and Augmented Reality 7Introducing Virtual Reality and Augmented Reality 8Looking at Some Other Types of Virtual and Augmented Reality 11Mixed reality 11Augmented virtuality 13Extended reality 14Taking a Quick History Tour 14The father of virtual reality 15Augmented reality gets a name 16Early virtual reality failures 16Virtual reality breaks through 17Augmented reality hits the mainstream 18Evaluating the Technology Hype Cycle 19Chapter 2: Exploring the Current State of Virtual Reality 23Looking at the Available Form Factors 24Focusing on Features 29Room-scale versus stationary experience 29Inside-out tracking 31Haptic feedback 33Audio 35Considering Controllers 36Toggle button 36Integrated hardware touchpad 37Gaze controls 37Keyboard and mouse 38Standard gamepads 40Motion controllers 40Hand tracking 43Eye tracking 44. . . and much more 46Recognizing the Current Issues with VR 47Simulator sickness 47The screen-door effect 49Movement in VR 50Health effects 51Cannibalization of the market 51Assessing Adoption Rates 52Chapter 3: Exploring the Current State of Augmented Reality 55Looking at the Available Form Factors 57Mobile devices 57AR headsets 58AR glasses 60Considering Controllers 61Touch 62Gaze 63Keyboard and mouse 64Voice 64Hand tracking 65Motion controllers 66Recognizing the Current Issues with Augmented Reality 68Form factors and first impressions 68Cost and availability 69Perceived usefulness 69Tracking 70Field of view 72Visuals 73Assessing Adoption Rates 74Part 2: Consuming Content in Virtual and Augmented Reality 77Chapter 4: Consuming Content in Virtual Reality 79Exploring Consumer-Grade Virtual Reality 79High-end devices 80Mid-tier devices 81Low-end devices 82Identifying Near-Future Hardware 83HTC Vive Pro 84HTC Vive Focus 85Lenovo Mirage Solo 86Oculus Santa Cruz 86Oculus Go 88Pimax 8K 89LooxidVR 90Varjo 91Comparing Current and Future Options 92Chapter 5: Consuming Content in Augmented Reality 95Exploring Consumer-Grade Augmented Reality 96Microsoft HoloLens 97Meta 2 98Magic Leap 100Mira Prism 101Apple ARKit and Google ARCore 102Identifying Near-Future Hardware 105Heads-up displays 105AR devices 106Comparing Current and Future Options 107Part 3: Creating Content in Virtual and Augmented Reality 109Chapter 6: Evaluating Your Project 111Assessing Your Project's Technology Needs 111What is the elevator pitch for my project? 112What are my goals and objectives? 113What problem does my project uniquely solve? 114Who is the target market? 115What should the end-user experience be? 116Choosing Virtual Reality 117Strengths 117Weaknesses 118Choosing Augmented Reality 119Strengths 120Weaknesses 121Chapter 7: Planning Your Virtual Reality Project 123Defining Your Virtual Reality Project 123Determining your project execution 124Defining your audience 125Determining hardware support 125Defining your timeline 128Exploring Design Principles in Virtual Reality 129Starting up 129Focusing the user's attention 130Understanding the comfort zone 131Giving the user control 134Understanding locomotion 134Providing feedback 136Following the user's gaze 137Avoiding simulator sickness 138More best practices to consider 139Defining Your Social Experience 140Chapter 8: Planning Your Augmented Reality Project 143Defining Your Augmented Reality Project 144Determining hardware support 144Defining your timeline 147Exploring Design Principles in Augmented Reality 148Starting up 148Considering the environment 150Understanding comfort zones 152Interacting with objects 154Exploring user interface patterns 158Understanding text 159Testing, testing, 1, 2, 3 161Defining Your Social Experience 161Chapter 9: Creating Content for Virtual and Augmented Reality 163Assessing Design Software 164User experience design software 164Traditional design tools 169VR/AR-based design tools 172Ready-made models 173Capturing Real Life 174Video-capture options 175Still-image capture options 178Audio options 181Spatial audio 184Assessing Development Software 185Game development engines 185Mobile augmented reality development 189WebVR 190Distributing Your Content 196Virtual reality desktop headsets 197Virtual reality mobile headsets 197Google Cardboard 197WebVR 198Augmented reality headsets 198Mobile augmented reality 198Other options 199Part 4: Virtual and Augmented Reality in the Wild 201Chapter 10: Exploring Virtual Reality Use Cases 203Art 204Tilt Brush 204Pierre Chareau exhibit 207Google Arts & Culture VR 208Education 209Google Expeditions VR 210Clouds Over Sidra 211Apollo 11 VR 212Entertainment 213Intel True VR 213The Shard 216Healthcare 218Beatriz: A journey through Alzheimer's disease 219Virtual operating room 221Psychological therapy 222Gaming 223Rec Room 223VR arcades 224Chapter 11: Exploring Augmented Reality Use Cases 227Art 228Facebook Building 20 228Jeff Koons and Snapchat 229Education 231Google Expeditions 232Major League Soccer Replay 233Healthcare education 233Industry and Commerce 236thyssenkrupp 236WorkLink 237Entertainment 240Star Wars: Jedi Challenges 241The New York Times Winter Olympics AR 243Kinect Sandbox 244Utilities 247Perinno-Uno 247Who Is It? 248Part 5: The Future of Virtual and Augmented Reality 251Chapter 12: Assessing the Future of Virtual Reality 253Anticipating the Near-Future Changes 254Evaluating the market 254Looking at upcoming hardware and software 255Considering Virtual Reality's "Killer App" 260Predicting the Impact 261Chapter 13: Assessing the Future of Augmented Reality 267Analyzing Near Future Changes 268Evaluating the market 268Considering AR's "Killer App" 269Predicting the Impact 271Part 6: The Part of Tens 277Chapter 14: Ten Questions about Virtual and Augmented Reality 279How Will Virtual and Augmented Reality Affect Me? 279Which Technology Will Win? 280What If I Don't Have a Headset? 281How Large Will the Virtual and AugmentedReality Consumer Markets Get? 282When Should I Enter the Market as a Consumer? 282When Should My Company Enter the Market? 283Which Virtual Reality Headset Is Right for Me? 284What Could Impede the Growth of Virtual and Augmented Reality? 287Are There Lasting Physical Effects? 287What Is the Future of Virtual and Augmented Reality? 288Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality 289Travel 290Museums 292Aerospace 293Retail 294Military 295Education 297Entertainment 298Real Estate 300Advertising and Marketing 301The Unknown 302Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today 305Google Translate 306Amazon AR View 307Blippar 308AR City 310ARise 311Ingress and Pokemon Go 312MeasureKit and Measure 313InkHunter 313Sketch AR 314Find Your Car and Car Finder AR 315Index 317
Series Title: For dummies; Learning made easy
Responsibility: by Paul Mealy

Abstract:

"Learn about virtual, augmented, and mixed reality; how to apply these technologies in your business; the history and future of VR and AR"--Cover.  Read more...

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