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An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they're being used, and how they'll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed--and that's where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird's eye view of what you can expect as they continue to take the world by storm. Keeps you up-to-date on the pulse of this fast-changing technology Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Autorentext
Paul Mealy has worked with virtual reality since the release of the Oculus Rift DK1 in 2013. He has architected, designed and developed applications for Oculus Rift, HTC Vive, Samsung Gear VR, Windows Mixed Reality, Google Daydream, and Google Cardboard. He has worked with numerous augmented reality hardware and technologies including the Microsoft HoloLens, ARKit for iOS, ARCore for Android and cross-platform solutions such as Vuforia.
Klappentext
The history and future of VR and AR The perfect primer on Virtual Reality, Augmented Reality, and Mixed Reality Virtual reality (VR) and augmented reality (AR) are driving the next technological revolution. This book helps you understand what virtual reality (VR), augmented reality (AR), and mixed reality (MR) are, their history, how they are being used today, and how they will affect consumers both personally and professionally now and in the future. Perfect for both VR/AR content creators and VR/AR content consumers, this book will inform the way you approach and contribute to these emerging technologies. Inside
Zusammenfassung
An easy-to-understand primer on Virtual Reality and Augmented Reality
Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they're being used, and how they'll affect consumers both personally and professionally in the very near future.
With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely neededand that's where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird's eye view of what you can expect as they continue to take the world by storm.
Keeps you up-to-date on the pulse of this fast-changing technology
Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment
Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR
Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Inhalt
Introduction 1
About This Book 2
Foolish Assumptions 3
Icons Used in This Book 3
Beyond the Book 4
Where to Go from Here 4
Part 1: Getting Started with Virtual and Augmented Reality 5
Chapter 1: Defining Virtual and Augmented Reality 7
Introducing Virtual Reality and Augmented Reality 8
Looking at Some Other Types of Virtual and Augmented Reality 11
Mixed reality 11
Augmented virtuality 13
Extended reality 14
Taking a Quick History Tour 14
The father of virtual reality 15
Augmented reality gets a name 16
Early virtual reality failures 16
Virtual reality breaks through 17
Augmented reality hits the mainstream 18
Evaluating the Technology Hype Cycle 19
Chapter 2: Exploring the Current State of Virtual Reality 23
Looking at the Available Form Factors 24
Focusing on Features 29
Room-scale versus stationary experience 29
Inside-out tracking 31
Haptic feedback 33
Audio 35
Considering Controllers 36
Toggle button 36
Integrated hardware touchpad 37
Gaze controls 37
Keyboard and mouse 38
Standard gamepads 40
Motion controllers 40
Hand tracking 43
Eye tracking 44
. . . and much more 46
Recognizing the Current Issues with VR 47
Simulator sickness 47
The screen-door effect 49
Movement in VR 50
Health effects 51
Cannibalization of the market 51
Assessing Adoption Rates 52
Chapter 3: Exploring the Current State of Augmented Reality 55
Looking at the Available Form Factors 57
Mobile devices 57
AR headsets 58
AR glasses 60
Considering Controllers 61
Touch 62
Gaze 63
Keyboard and mouse 64
Voice 64
Hand tracking 65
Motion controllers 66
Recognizing the Current Issues with Augmented Reality 68
Form factors and first impressions 68
Cost and availability 69
Perceived usefulness 69
Tracking 70
Field of view 72
Visuals 73
Assessing Adoption Rates 74
Part 2: Consuming Content in Virtual and Augmented Reality 77
Chapter 4: Consuming Content in Virtual Reality 79
Exploring Consumer-Grade Virtual Reality 79
High-end devices 80
Mid-tier devices 81
Low-end devices 82
Identifying Near-Future Hardware 83
HTC Vive Pro 84
HTC Vive Focus 85
Lenovo Mirage Solo 86
Oculus Santa Cruz 86
Oculus Go 88
Pimax 8K 89
LooxidVR 90
Varjo 91
Comparing Current and Future Options 92
Chapter 5: Consuming Content in Augmented Reality 95
Exploring Consumer-Grade Augmented Reality 96
Microsoft HoloLens 97
Meta 2 98
Magic Leap 100
Mira Prism 101
Apple ARKit and Google ARCore 102
Identifying Near-Future Hardware 105
Heads-up displays 105
AR devices 106
Comparing Current and Future Options 107
Part 3: Creating Content in Virtual and Augmented Reality 109
Chapter 6: Evaluating Your Project 111
Assessing Your Project's Technology Needs 111
What is the elevator pitch for my project? 112
What are my goals and objectives? 113
What problem does my project uniquely solve? 114 Wh...