MARC details
000 -LEADER |
fixed length control field |
01993nam a22002177a 4500 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
200611b2019 ||||| |||| 00| 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9789352138104 |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
006.8 PAN-E |
100 ## - MAIN ENTRY--PERSONAL NAME |
Personal name |
edited by Pangilinan, Erin |
245 ## - TITLE STATEMENT |
Title |
Creating augmented and virtual realities : |
Remainder of title |
theory and practice for next-generation spatial computing / |
Statement of responsibility, etc. |
edited by Erin Pangilinan, Steve Lukas and Vasanth Mohan |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Place of publication, distribution, etc. |
India |
Name of publisher, distributor, etc. |
Shroff Publishers |
Date of publication, distribution, etc. |
2019 |
300 ## - PHYSICAL DESCRIPTION |
Extent |
340 p.6 |
365 ## - TRADE PRICE |
Price type code |
INR |
Price amount |
1275.00. |
500 ## - GENERAL NOTE |
General note |
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.<br/><br/>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.<br/><br/>In three parts, this book covers:<br/><br/>Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art<br/>Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays<br/>Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer programming |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Human-computer interaction |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Virtual reality |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Augmented reality |
700 ## - ADDED ENTRY--PERSONAL NAME |
Personal name |
Lukas, Steve |
700 ## - ADDED ENTRY--PERSONAL NAME |
Personal name |
Mohan, Vasanth |
952 ## - LOCATION AND ITEM INFORMATION (KOHA) |
Withdrawn status |
|