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230310s2019 us ado |r|||| 001 0 eng d |
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|a 9789352138104
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040 |
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|a AR-BaUNH
|b spa
|c AR-BaUNH
|d AR-BaUNH
|e aacr
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041 |
0 |
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|a eng
|
082 |
1 |
|
|a 006.8
|
100 |
1 |
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|9 6673
|a Pangilinan, Erin
|e ed.
|
100 |
1 |
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|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 |
|
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|2 ddc
|c LIBROS
|
999 |
|
|
|c 4696
|d 4698
|