9781492044192-1492044199-Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing

Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing

ISBN-13: 9781492044192
ISBN-10: 1492044199
Edition: 1
Author: Erin Pangilinan, Steve Lukas, Vasanth Mohan
Publication date: 2019
Publisher: O'Reilly Media
Format: Paperback 370 pages
FREE US shipping on ALL non-marketplace orders
Rent
35 days
from $31.55 USD
FREE shipping on RENTAL RETURNS
Marketplace
from $41.84 USD
Buy

From $41.84

Rent

From $31.55

Book details

ISBN-13: 9781492044192
ISBN-10: 1492044199
Edition: 1
Author: Erin Pangilinan, Steve Lukas, Vasanth Mohan
Publication date: 2019
Publisher: O'Reilly Media
Format: Paperback 370 pages

Summary

Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing (ISBN-13: 9781492044192 and ISBN-10: 1492044199), written by authors Erin Pangilinan, Steve Lukas, Vasanth Mohan, was published by O'Reilly Media in 2019. With an overall rating of 3.8 stars, it's a notable title among other Human-Computer Interaction (Computer Science, Games & Strategy Guides, Graphics & Design, Game Programming, Programming, Graphics & Multimedia, Software Design, Testing & Engineering) books. You can easily purchase or rent Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing (Paperback) from BooksRun, along with many other new and used Human-Computer Interaction books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $4.55.

Description

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


Rate this book Rate this book

We would LOVE it if you could help us and other readers by reviewing the book