Creating augmented and virtual realities: Theory and Practice for Next-Generation Spatial Computing
Gespeichert in:
Weitere Verfasser: | , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Beijing ; Boston ; Farnham ; Sebastopol ; Tokyo
O'Reilly
April 2019
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Ausgabe: | First edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Literaturangaben |
Beschreibung: | xxvi, 340 Seiten Illustrationen, Diagramme |
ISBN: | 9781492044192 |
Internformat
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Datensatz im Suchindex
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adam_text | Table of Contents Foreword................................................................................................... xiii Preface.............................................................................................. . Part I. xvii Design and Art Across Digital Realities 1. How Humans Interact with Computers.......................................................... 3 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? Types of Common HCI Modalities New Modalities The Current State of Modalities for Spatial Computing Devices Current Controllers for Immersive Computing Systems Body Tracking Technologies A Note on Hand Tracking and Hand Pose Recognition Voice, Hands, and Hardware Inputs over the Next Generation 3 4 4 7 8 10 12 14 14 20 20 21 22 23 24 2. Designing for Our Senses, Not Our Devices.................................................... 29 Envisioning a Future Sensory Technology Explained So, Who Are We Building This Future For? 30 30 33 v
The Role of Women in AI Sensory Design An Introduction Five Sensory Principles 1. Intuitive Experiences Are Multisensory 2. 3D Will Be Normcore 3. Designs Become Physical Nature 4. Design for the Uncontrollable 5. Unlock the Power of Spatial Collaboration Adobes AR Story Conclusion Partii. 36 36 37 39 39 40 41 41 42 42 44 How extended Reality Is Changing Digital Art 3. Virtual Reality for Art...................................................................................................... 47 A More Natural Way of Making 3D Art VR for Animation 47 55 4. 3D Art Optimization........................................................................................................ 59 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 Partili. 59 61 61 62 66 72 73 73 74 Hardware, SLAM, Tracking 5. How the Computer Vision That Makes Augmented Reality Possible Works............... 77 Who Are We? A Brief History of AR How and Why to Select an AR Platform I’m a Developer, What PlatformShould I Use and Why? Performance Is Statistics Integrating Hardware and Software Optical Calibration vi j Table of Contents 77 78 80 80 80 82 83
Inertial Calibration The Future of Tracking The Future of AR Computer Vision Mapping How Does Multiplayer AR Work? What’s the Difficult Part? How Does Relocalization Work? What’s the State of the Art in Research (and Coming Soon to Consumer)? Can the Relocalization Problem Really Be Solved for Consumers? Can’t Google or Apple Just Do This? Relocalization != Multiplayer; It’s Also Critical for... How Is Relocalization Really Being Done Today in Apps? Platforms Apple’s ARKit Some Mysteries Explained Isn’t ARCore Just Tango-Lite? So, Should I Build on ARCore Now? What About Tango, Hololens, Vuforia, and Others? Other Development Considerations Lighting Multiplayer AR—Why It’s Quite Difficult How Do People Connect Through AR? How Do AR Apps Connect to the World and Know Where They Really Are? How Do AR Apps Understand and Connect to Things in the Real World? The AR Cloud What I Envision When I Think About the AR Cloud How Big a Deal Is the AR Cloud? So, Just What Is This AR Cloud? Why All the “Meh” from the Press for ARKit and ARCore? What’s Missing to Make a Great AR App? Is Today’s Mobile Cloud up to the Job? Is ARKit (or ARCore) Useless Without the AR Cloud? The Dawn of the AR Cloud The Bigger Picture—Privacy and AR Cloud Data Glossary Part IV. 85 87 88 91 95 96 98 99 100 101 102 104 107 107 109 110 Ill 112 113 113 114 115 116 117 119 119 120 121 121 121 122 122 123 125 128 Creating Cross-Platform Augmented Reality and Virtual Reality 6. Virtual Reality and Augmented Reality: Cross-Platform Theory........................ 135 Why Cross-Platform? 136 Table of Contents ļ vii
The Role of Game Engines Understanding 3D Graphics The Virtual Camera Degrees of Freedom Portability Lessons from Video Game Design Simplifying the Controller Input Development Step 1: Designing the Base Interface Development Step 2: Platform Integration Summary 7. 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 Getting Started with VRTK 4 138 139 139 140 143 145 146 148 151 153 153 154 154 156 157 159 160 8. Three Virtual Reality and Augmented Reality Development Best Practices............. 167 Developing for Virtual Reality and Augmented Reality Is Difficult Handling Locomotion Locomotion in VR Locomotion in AR Effective Use of Audio Audio in VR Audio in AR Common Interactions Paradigms Inventory for VR Augmented Reality Raycasts Conclusion Part V. 167 168 169 176 178 179 182 183 184 187 188 Enhancing Data Representation: Data Visualization and Artificial Intelligence in Spatial Computing 9. Data and Machine Learning Visualization Design and Development viii I in Spatial Computing........................................................................... 193 Introduction Understanding Data Visualization 193 194 Table of Contents
Principles for Data and Machine Learning Visualization in Spatial Computing Why Data and Machine Learning Visualization Works in Spatial Computing The Evolution of Data Visualization Design with the Emergence of XR 2D and 3D Data Represented in XR 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 What Qualifies as Data Visualization? 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 A Closer Look at Glass Brain TVA Surg Medical Imaging VR Module Data Visualization Is for Everyone: Open Source-Based Data Visualization in XR Protein Data Visualization Hands-On Tutorials: How to Create Data Visualization in Spatial Computing How to Create Data Visualization: Resources Conclusion References Resources Data Visualization Tools Machine Learning Visualization Tools Data Journalism Visualizations Glossary 10. Character Al and Behaviors......................................................................... Introduction Behaviors Current Practice: Reactive AI
Adaptability Table of Contents | 195 197 197 200 200 201 202 204 204 205 205 206 207 207 208 209 210 212 212 213 213 215 216 217 218 219 220 220 220 220 221 223 223 226 229 231 ix
Complexity and Universality Feasibility More Intelligence in the System: Deliberative AI Machine Learning Reinforcement Learning Deep Reinforcement Learning Imitation Learning Combining Automated Planning and Machine Learning Applications Conclusion References Part VI. 231 232 233 241 242 243 244 245 246 247 248 Use Cases in Embodied Reality 11. The Virtual and Augmented Reality Health Technology Ecosystem................... VR/AR Health Technology Application Design Standard UX Isn’t Intuitive Pick a Calm Environment Convenience Tutorial: Insight Parkinsons Experiment What Insight Does How It Was Built Companies Planning and Guidance Experiences Designed for Medical Education Experiences Designed for Use by Patients Proactive Health Case Studies from Leading Academic Institutions 255 256 257 258 258 259 259 260 264 264 265 267 269 270 12. The Fan Experience: SportsXR.................................................................. 277 Introduction Part 1: Five Key Principles of AR and VR for Sports Nothing Is Live Part 2: The Next Evolution of Sports Experiences Part 3: Making the Future Ownership Final Thought Conclusion 277 280 281 285 287 289 292 293 13. Virtual Reality Enterprise Training Use Cases...................... 295 Introduction: The Importance of Enterprise Training 295 x I Table of Contents
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 The Benefits of Spherical Video The Challenges of Spherical Video Interactions with Spherical Video Use Case: Factory Floor Training The Role of Narrative Use Case: Store Robbery Training The Future of XR Training: Beyond Spherical Video Computer Graphics 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 296 298 302 303 304 305 305 305 310 311 312 314 314 314 316 317 318 319 319 320 Afterword................................................................................................. 321 Index................................ 323 Table of Contents Į xi
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spelling | Pangilinan, Erin (DE-588)1186171294 edt Creating augmented and virtual realities Theory and Practice for Next-Generation Spatial Computing edited by Erin Pangilinan, Steve Lukas, and Vasanth Mohan First edition Beijing ; Boston ; Farnham ; Sebastopol ; Tokyo O'Reilly April 2019 xxvi, 340 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Literaturangaben Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Erweiterte Realität Informatik (DE-588)4715802-5 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s Erweiterte Realität Informatik (DE-588)4715802-5 s DE-604 Lukas, Steve edt Mohan, Vasanth edt Erscheint auch als Online-Ausgabe 978-1-4920-4416-1 Digitalisierung UB Passau - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031062619&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Creating augmented and virtual realities Theory and Practice for Next-Generation Spatial Computing Virtuelle Realität (DE-588)4399931-1 gnd Erweiterte Realität Informatik (DE-588)4715802-5 gnd |
subject_GND | (DE-588)4399931-1 (DE-588)4715802-5 |
title | Creating augmented and virtual realities Theory and Practice for Next-Generation Spatial Computing |
title_auth | Creating augmented and virtual realities Theory and Practice for Next-Generation Spatial Computing |
title_exact_search | Creating augmented and virtual realities Theory and Practice for Next-Generation Spatial Computing |
title_full | Creating augmented and virtual realities Theory and Practice for Next-Generation Spatial Computing edited by Erin Pangilinan, Steve Lukas, and Vasanth Mohan |
title_fullStr | Creating augmented and virtual realities Theory and Practice for Next-Generation Spatial Computing edited by Erin Pangilinan, Steve Lukas, and Vasanth Mohan |
title_full_unstemmed | Creating augmented and virtual realities Theory and Practice for Next-Generation Spatial Computing edited by Erin Pangilinan, Steve Lukas, and Vasanth Mohan |
title_short | Creating augmented and virtual realities |
title_sort | creating augmented and virtual realities theory and practice for next generation spatial computing |
title_sub | Theory and Practice for Next-Generation Spatial Computing |
topic | Virtuelle Realität (DE-588)4399931-1 gnd Erweiterte Realität Informatik (DE-588)4715802-5 gnd |
topic_facet | Virtuelle Realität Erweiterte Realität Informatik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031062619&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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