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Virtual Reality for Dummies.

저자: Paul Mealy
출판사: Newark : John Wiley & Sons, Incorporated, 2018.
판/형식:   전자도서 : 문서 : 영어
요약:

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

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상세정보

장르/형태: Electronic books
추가적인 물리적 형식: Print version:
Mealy, Paul.
Virtual Reality for Dummies.
Newark : John Wiley & Sons, Incorporated, ©2018
자료 유형: 문서, 인터넷 자료
문서 유형 인터넷 자원, 컴퓨터 파일
모든 저자 / 참여자: Paul Mealy
ISBN: 9781119481522 111948152X
OCLC 번호: 1043644867
설명: 1 online resource (355 pages)
내용: Intro --
Title Page --
Copyright Page --
Table of Contents --
Introduction --
About This Book --
Foolish Assumptions --
Icons Used in This Book --
Beyond the Book --
Where to Go from Here --
Part 1 Getting Started with Virtual and Augmented Reality --
Chapter 1 Defining Virtual and Augmented Reality --
Introducing Virtual Reality and Augmented Reality --
Looking at Some Other Types of Virtual and Augmented Reality --
Mixed reality --
Augmented virtuality --
Extended reality --
Taking a Quick History Tour --
The father of virtual reality --
Augmented reality gets a name --
Early virtual reality failures --
Virtual reality breaks through --
Augmented reality hits the mainstream --
Evaluating the Technology Hype Cycle --
Chapter 2 Exploring the Current State of Virtual Reality --
Looking at the Available Form Factors --
Focusing on Features --
Room-scale versus stationary experience --
Inside-out tracking --
Haptic feedback --
Audio --
Considering Controllers --
Toggle button --
Integrated hardware touchpad --
Gaze controls --
Keyboard and mouse --
Standard gamepads --
Motion controllers --
Hand tracking --
Eye tracking --
... and much more --
Recognizing the Current Issues with VR --
Simulator sickness --
The screen-door effect --
Movement in VR --
Health effects --
Cannibalization of the market --
Assessing Adoption Rates --
Chapter 3 Exploring the Current State of Augmented Reality --
Looking at the Available Form Factors --
Mobile devices --
AR headsets --
AR glasses --
Considering Controllers --
Touch --
Gaze --
Keyboard and mouse --
Voice --
Hand tracking --
Motion controllers --
Recognizing the Current Issues with Augmented Reality --
Form factors and first impressions --
Cost and availability --
Perceived usefulness --
Tracking --
Field of view --
Visuals --
Assessing Adoption Rates. Part 2 Consuming Content in Virtual and Augmented Reality --
Chapter 4 Consuming Content in Vir tual Reality --
Exploring Consumer-Grade Virtual Reality --
High-end devices --
Mid-tier devices --
Low-end devices --
Identifying Near-Future Hardware --
HTC Vive Pro --
HTC Vive Focus --
Lenovo Mirage Solo --
Oculus Santa Cruz --
Oculus Go --
Pimax 8K --
LooxidVR --
Varjo --
Comparing Current and Future Options --
Chapter 5 Consuming Content in Augmented Reality --
Exploring Consumer-Grade Augmented Reality --
Microsoft HoloLens --
Meta 2 --
Magic Leap --
Mira Prism --
Apple ARKit and Google ARCore --
Identifying Near-Future Hardware --
Heads-up displays --
AR devices --
Comparing Current and Future Options --
Part 3 Creating Content in Virtual and Augmented Reality --
Chapter 6 Evaluating Your Project --
Assessing Your Project's Technology Needs --
What is the elevator pitch for my project? --
What are my goals and objectives? --
What problem does my project uniquely solve? --
Who is the target market? --
What should the end-user experience be? --
Choosing Virtual Reality --
Strengths --
Weaknesses --
Choosing Augmented Reality --
Strengths --
Weaknesses --
Chapter 7 Planning Your Virtual Reality Project --
Defining Your Virtual Reality Project --
Determining your project execution --
Defining your audience --
Determining hardware support --
Defining your timeline --
Exploring Design Principles in Virtual Reality --
Starting up --
Focusing the user's attention --
Understanding the comfort zone --
Giving the user control --
Understanding locomotion --
Providing feedback --
Following the user's gaze --
Avoiding simulator sickness --
More best practices to consider --
Defining Your Social Experience --
Chapter 8 Planning Your Augmented Reality Project --
Defining Your Augmented Reality Project --
Determining hardware support --
Defining your timeline. Exploring Design Principles in Augmented Reality --
Starting up --
Considering the environment --
Understanding comfort zones --
Interacting with objects --
Exploring user interface patterns --
Understanding text --
Testing, testing, 1, 2, 3 --
Defining Your Social Experience --
Chapter 9 Creating Content for Virtual and Augmented Reality --
Assessing Design Software --
User experience design software --
Traditional design tools --
VR/AR-based design tools --
Ready-made models --
Capturing Real Life --
Video-capture options --
Still-image capture options --
Audio options --
Spatial audio --
Assessing Development Software --
Game development engines --
Mobile augmented reality development --
WebVR --
Distributing Your Content --
Virtual reality desktop headsets --
Virtual reality mobile headsets --
Google Cardboard --
WebVR --
Augmented reality headsets --
Mobile augmented reality --
Other options --
Part 4 Virtual and Augmented Reality in the Wild --
Chapter 10 Exploring Virtual Reality Use Cases --
Art --
Tilt Brush --
Pierre Chareau exhibit --
Google Arts & Culture VR --
Education --
Google Expeditions VR --
Clouds Over Sidra --
Apollo 11 VR --
Entertainment --
Intel True VR --
The Shard --
Healthcare --
Beatriz: A journey through Alzheimer's disease --
Virtual operating room --
Psychological therapy --
Gaming --
Rec Room --
VR arcades --
Chapter 11 Exploring Augmented Reality Use Cases --
Art --
Facebook Building 20 --
Jeff Koons and Snapchat --
Education --
Google Expeditions --
Major League Soccer Replay --
Healthcare education --
Industry and Commerce --
thyssenkrupp --
WorkLink --
Entertainment --
Star Wars: Jedi Challenges --
The New York Times Winter Olympics AR --
Kinect Sandbox --
Utilities --
Perinno-Uno --
Who Is It? --
Part 5 The Future of Virtual and Augmented Reality --
Chapter 12 Assessing the Future of Virtual Reality. Anticipating the Near-Future Changes --
Evaluating the market --
Looking at upcoming hardware and software --
Considering Virtual Reality's "Killer App" --
Predicting the Impact --
Chapter 13 Assessing the Future of Augmented Reality --
Analyzing Near Future Changes --
Evaluating the market --
Considering AR's "Killer App" --
Predicting the Impact --
Part 6 The Part of Tens --
Chapter 14 Ten Questions about Virtual and Augmented Reality --
How Will Virtual and Augmented Reality Affect Me? --
Which Technology Will Win? --
What If I Don't Have a Headset? --
How Large Will the Virtual and Augmented Reality Consumer Markets Get? --
When Should I Enter the Market as a Consumer? --
When Should My Company Enter the Market? --
Which Virtual Reality Headset Is Right for Me? --
What Could Impede the Growth of Virtual and Augmented Reality? --
Are There Lasting Physical Effects? --
What Is the Future of Virtual and Augmented Reality? --
Chapter 15 Ten Industries That Will Be Transformed by Virtual and Augmented Reality --
Travel --
Museums --
Aerospace --
Retail --
Military --
Education --
Entertainment --
Real Estate --
Advertising and Marketing --
The Unknown --
Chapter 16 Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today --
Google Translate --
Amazon AR View --
Blippar --
AR City --
ARise --
Ingress and Pokémon Go --
MeasureKit and Measure --
InkHunter --
Sketch AR --
Find Your Car and Car Finder AR --
Index --
EULA.

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