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Informationen zum Autor 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 An easy-to-understand primer on Virtual Reality and Augmented RealityVirtual 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 ARPerfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies. Zusammenfassung "Learn about virtual! augmented! and mixed reality; how to apply these technologies in your business; the history and future of VR and AR"--Cover. Inhaltsverzeichnis Introduction 1 Part 1: Getting Started with Virtual and Augmented Reality 5 Chapter 1: Defining Virtual and Augmented Reality 7 Chapter 2: Exploring the Current State of Virtual Reality 23 Chapter 3: Exploring the Current State of Augmented Reality 55 Part 2: Consuming Content in Virtual and Augmented Reality 77 Chapter 4: Consuming Content in Virtual Reality 79 Chapter 5: Consuming Content in Augmented Reality 95 Part 3: Creating Content in Virtual and Augmented Reality 109 Chapter 6: Evaluating Your Project 111 Chapter 7: Planning Your Virtual Reality Project 123 Chapter 8: Planning Your Augmented Reality Project 143 Chapter 9: Creating Content for Virtual and Augmented Reality 163 Part 4: Virtual and Augmented Reality in the Wild 201 Chapter 10: Exploring Virtual Reality Use Cases 203 Chapter 11: Exploring Augmented Reality Use Cases 227 Part 5: The Future of Virtual and Augmented Reality 251 Chapter 12: Assessing the Future of Virtual Reality 253 Chapter 13: Assessing the Future of Augmented Reality 267 Part 6: The Part of Tens 277 Chapter 14: Ten Questions about Virtual and Augmented Reality 279 Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality 289 Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today 305 Index 317 ...