Carte Understanding Augmented Reality Alan B. Craig

Understanding Augmented Reality

Autor: Alan B. Craig
Limbă: engleză
Legare: Carte broșată
Editura: Elsevier Books
Disponibilitate: La editor doar la comandă
Expediem în 28-34 zile
315.71 lei
AR is when a physical, real-world environment's elements are augmented by computer-generated sound o...

Informații despre carte

Limbă
engleză
Legare
Carte - Carte broșată
Publicat
2013
Pagini
296
EAN
9780240824086
ISBN
0240824083
Enbook ID
01238341
Editura
Greutate
544
Dimensiuni
188 x 234 x 12

Descriere completă

AR is when a physical, real-world environment's elements are augmented by computer-generated sound or graphics. The technology functions by enhancing one's current perception of reality and providing a combination of real-world and computer-generated data. Examples in use today are when related sports scores are shown on TV during a game or when you can learn more about the objects around you at a museum via your smartphone. There is so much potential for making things more deeply engaging using these technologies, particularly as they become more easily available via smartphones. Augmented reality systems can be used in almost any field or industry, providing instant added information that enhances your experience. AR applications have already appeared in areas such as entertainment, education, marketing, advertising, architecture, publishing, museums, and more. All iPhones now come equipped with a video camera, a compass, and GPS the three tools necessary for AR applications. This book provides the necessary background: what AR really is, the lay of the land in terms of hardware, software, interaction techniques, content development, and usability concerns to prepare you to create compelling and appropriate AR applications. Designers will gain a coherent approach to understanding and applying fundamental approaches to AR development. The author, Alan B. Craig, PhD, is a major player in this area, currently working with museums to integrate technology, including augmented reality (AR), to make a better museum experience. This book will include a clear explanation of what AR is including some short "case studies" that detail some AR applications in different fields. This section will also highlight what has worked well and not so well in the example applications. It covers of mobile devices, seen through head mounted displays (optical and video) and other display and interaction systems, so that developers can choose the most appropriate platform for desired applications. Associated website includes sample projects and additional code, cool application examples available for download, and links to interesting applications that support the points being made in the book.

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