Creating Augmented & Virtual Realities : Theory & Practice for Newt-Generation Spatial Computing

Detalles Bibliográficos
Autores principales: Pangilinan, Erin (ed.), Lukas, Steve (ed.), Mohan, Vasanth (ed.)
Otros Autores: Maeda, John (pról.), Parisi, Tony (epíl.)
Formato: Libro
Lenguaje:Inglés
Publicado: California : O'Reilly, 2019.
Edición:1a ed.
Materias:
Aporte de:Registro referencial: Solicitar el recurso aquí
LEADER 06038nam a22003017a 4500
003 AR-BaUNH
005 20230513063108.0
008 230310s2019 us ado |r|||| 001 0 eng d
020 |a 9789352138104 
040 |a AR-BaUNH  |b spa  |c AR-BaUNH  |d AR-BaUNH  |e aacr 
041 0 |a eng 
082 1 |a 006.8 
100 1 |9 6673  |a Pangilinan, Erin  |e ed. 
100 1 |9 6674  |a Lukas, Steve  |e ed. 
100 1 |9 6675  |a Mohan, Vasanth  |e ed. 
245 |a Creating Augmented & Virtual Realities :  |b Theory & Practice for Newt-Generation Spatial Computing 
250 |a 1a ed. 
260 |a California :  |b O'Reilly,  |c 2019. 
300 |a xxvi, 340 p. ;  |b il., fot. b&n, gra. ;  |c 23 cm. 
505 |a Foreword. -- Preface. -- DESING AND ART ACROSS DIGITAL REALITIES. -- How Humans Interact with Computers. -- Common Term Definition. -- Introduction. -- Modalities Through the Ages: Pre-Twentieth Century. -- Modalities Through the Ages: Through World War II. -- Modalities Through the Ages: Post-World War II. -- Modalities Through the Ages: The Rise of Personal Computing. -- Modalities Through the Ages: Computer Miniaturization. -- Why Did We Just Go Over All of This?. -- New Modalities. -- The Current State of Modalities for Spatial Computing Devices. -- Current Controllers for Immersive Computing Systems. -- A Note on Hand Tracking and Hand Pose Recognition. -- Designing for our senses, not our devices. -- Envisioning a Future. -- Sensory Technology Explained. -- So, Who Are We Building This Future For?. -- Sensory Design. -- Five Sensory Principles. -- Adobe's AR Story. -- Concluision. -- HOW EXTENDEN REALITY IS CHANGING DIGITAL ART. -- Virtual Reality for Art. -- A More Natural Way of Making 3D Art. -- VR for Animation. -- 3D Art Optimization Introduction. -- Options to Consider. -- Ideal Solution. -- Topology. -- Baking. -- Draw Calls. -- Using VR Tools for Creating 3D Art. -- Acquiring 3D Models Versus Making Them from Scratch. -- Summary. -- HARDWARE, SLAM, TRACKING. -- How the Computer Vision That Makes Augmented Reality Possible Works. -- Who Are We?. -- A Brief History of AR. -- How and Why to Select an AR Platform. -- Mapping. -- Platforms. -- Other Development Considerations. -- The AR Cloud. -- Glossary. -- CREATING CROSS-PLATFORM AUGMENTED REALITY AND VIRTUAL REALITY. -- Virtual Reality and Augmented Reality: Cross-Platform Theory. -- Why Cross-Platform?. -- The Role of Game Engines. -- Understanding 3D Graphics. -- Portability Lessons from Video Game Design. -- Simplifying the Controller Input. -- Summary. -- Virtual Reality Toolkit: Open Source Framework for the Community. -- What Is VRTK and Why People Use It?. -- The History of VRTK. -- Welcome to the SteamVR Unity Toolkit. -- VRTK v4. -- The Future of VRTK. -- The Success of VRTK. -- Three Virtual Reality and Augmented Reality Development Best Practices. -- Developing for Virtual Reality and Augmented Reality Is Difficult. -- Handling Locomotion. -- Effective Use of Audio. -- Common Interactions Paradigms. -- Conclusion. -- ENHANCING DATA REPRESENTATION: DATA VISUALIZATION AND ARTIFIAL INTELLIGENCE IN SPATIAL COMPUTING. -- Data and Machine Learning Visualization Design and Development in Spatial Computing. -- Introduction. -- Understanding Data Visualization. -- Principles for Data and Machine Learning Visualization in Spatial Computing. -- Why Data and Machine Learning Visualization Works in Spatial Computing. -- 2D Data Visualizations versus 3D Data Visualization in Spatial Computing. -- Interactivity in Data Visualizations in Spatial Computing. -- Animation. -- Failures in Data Visualization Design. -- Good Data Visualization Design Optimize 3D Spaces. -- "Savings in Time Feel Like Simplicity". -- Data Representations, Infographics, and Interactions. -- Defining Distinctions in Data Visualization and Big Data or Machine Learning Visualizations. -- How to Create Data Visualization: Data Visualization Creation Pipeline. -- WebXR: Building Data Visualizations for the Web. -- Data Visualization Challenges in XR. -- Data Visualization Industry Use Case Examples of Data Visualizations. -- 3D Reconstruction and Direct Manipulation of Real-World Data: Anatomical Structures in XR. -- Data Visualization Is for Everyone: Open Source Based Data Visualization in XR. -- Hands-On Tutorials: How to Create Data Visualization in Spatial Computing. -- How to Create Data Visualization: Resources. -- Conclusion. -- References. -- Resources. -- Glossary. -- Character AI and Behaviors. -- Introduction. -- Behaviors. -- Current Practice: Reactive AI. -- More Intelligence in the System: Deliberative AI. -- Machine Learning. -- Conclusion. -- References. -- USE CASES IN EMBODED REALITY. -- The Virtual and Augmented Reality Health Technology Ecosystem. -- VR/AR Health Technology Application Design. -- Standard UX Isn't Intuitive. -- Tutorial: Insight Parkinson's Experiment. -- Companies. -- Case Studies from Leading Academic Institutions. -- The Fan Experience: SportsXR. -- Introduction. -- Part 1: Five Key Principles of AR and VR for Sports. -- Part 2: The Next Evolution of Sports Experiences. -- Part 3: Making the Future. -- Conclusion. -- Virtual Reality Enterprise Training Use Cases. -- Introduction: The Importance of Enterprise Training. -- Does VR Training Work?. -- Use Case: Flood House Training. -- What Is VR Training Good for? R.I.D.E.. -- What Makes Good VR Training?. -- Spherical Video. -- Use Case: Factory Floor Training. -- The Role of Narrative. -- Use Case: Store Robbery Training. -- The Future of XR Training: Beyond Spherical Video. -- Use Case: Soft Skills Training. -- The Future: Photogrammetry. -- The Future: Light Fields. -- The Future: AR Training. -- The Future: Voice Recognition. -- The Future: The Ideal Training Scenario. -- References. -- Afterword. -- Index. 
650 0 |9 1376  |a INFORMÁTICA 
650 7 |9 6566  |a REALIDAD VIRTUAL 
650 0 |a CETI  |9 6648 
700 1 |9 6676  |a Maeda, John  |e pról. 
700 1 |9 6677  |a Parisi, Tony  |e epíl. 
900 |a Bruno  |b Bruno 
942 |2 ddc  |c LIBROS 
999 |c 4696  |d 4698