Creating augmented and virtual realities theory and practice for next-generation spatial computing

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 Vas...

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Detalles Bibliográficos
Otros Autores: Pangilinan, Erin, author (author), Pangilinan, Erin, editor (editor), Lukas, Steve, editor, Mohan, Vasanth, editor
Formato: Libro electrónico
Idioma:Inglés
Publicado: Beijing : O'Reilly Media, Inc 2019.
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630416406719
Tabla de Contenidos:
  • Part I. Design and art across digital realities: How humans interact with computers ; Designing for our senses, not our devices
  • Part II. How eXtended reality is changing digital art: Virtual reality for art ; 3D art optimization
  • Part III. Hardware, SLAM, tracking: How the computer vision that makes augmented reality possible works
  • Part IV. Creating cross-platform augmented reality and virtual reality: Virtual reality and augmented reality : cross-platform theory ; Virtual reality toolkit : open source framework for the community ; Three virtual reality and augmented reality development best practices
  • Part V. Enhancing data representation: Data and machine learning visualization design and development in spatial computing ; Character AI and behaviors
  • Part VI. Use cases in embodied reality: The virtual and augmented reality health technology ecosystem ; The fan experience : sportsXR ; Virtual reality enterprise training use cases.