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. 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
Every player is racing toward the same goal, which some will use any means to attain. Those who fail, get nothing. The victors, however, get their own stake in the very heart of the game¿a place called Steam Whistle Alley.
Thus, in order to be used effectively, police personnel need to fully understand current AR capabilities and what will emerge in the coming decades. This book presents the most up-to-date research in the field.
Children can enter the realm of Moshi Monsters and enjoy adventures with them using interactive technology and this book.
This book explores the realities of virtual reality, explaining what VR is and how it works, and even includes an app download for five exclusive VR experiences and a cardboard viewer with stickers so kids can make it their own.
Examines some of the more unusual or dangerous creatures that inhabit the ocean, including the great white shark, orca, and giant tube worms.
Virtual Worlds: The Virtual Reality and Augmented Reality Intersections
How new media forms can influence spatial design and placemaking