000 01993nam a22002177a 4500
008 200611b2019 ||||| |||| 00| 0 eng d
020 _a9789352138104
082 _a006.8 PAN-E
100 _aedited by Pangilinan, Erin
245 _aCreating augmented and virtual realities :
_btheory and practice for next-generation spatial computing /
_cedited by Erin Pangilinan, Steve Lukas and Vasanth Mohan
260 _aIndia
_bShroff Publishers
_c2019
300 _a340 p.6
365 _aINR
_b1275.00.
500 _aDespite 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. 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. In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications.
650 _aComputer programming
650 _aHuman-computer interaction
650 _aVirtual reality
650 _aAugmented reality
700 _aLukas, Steve
700 _aMohan, Vasanth
999 _c65614
_d65614