Apress Media, LLC, 2023. — 236 p. — ISBN-13: 978-1-4842-9466-6. Build augmented reality effects using Spark AR focusing on practical, project-based learning. With access to this technology being available in nearly every smartphone, the world of AR is expanding every day. Now is a great time to tell your creative story through this new medium. We will begin by learning the...
Apress Media, LLC, 2023. — 236 p. — ISBN-13: 978-1-4842-9467-3. Build augmented reality effects using Spark AR focusing on practical, project-based learning. With access to this technology being available in nearly every smartphone, the world of AR is expanding every day. Now is a great time to tell your creative story through this new medium. We will begin by learning the...
Apress Media, LLC, 2023. — 236 p. — ISBN-13: 978-1-4842-9467-3. Build augmented reality effects using Spark AR focusing on practical, project-based learning. With access to this technology being available in nearly every smartphone, the world of AR is expanding every day. Now is a great time to tell your creative story through this new medium. We will begin by learning the...
Apress Media, LLC, 2023. — 236 p. — ISBN-13: 978-1-4842-9467-3. Build augmented reality effects using Spark AR focusing on practical, project-based learning. With access to this technology being available in nearly every smartphone, the world of AR is expanding every day. Now is a great time to tell your creative story through this new medium. We will begin by learning the...
Springer, 2011. — 191 p. The use of mobile collaborative AR has expended rapidly in recent years, due to the major advances in hardware and networking. The application areas are diverse and multidisciplinary. Recent Trends of Mobile Collaborative Augmented Reality Systems provides a historical overview of previous mobile collaborative AR systems, presents case studies of latest...
De Gruyter, 2023. — 218 p. Preface Editors’ Profile List of Contributing Authors Supplementing the Markerless AR with machine learning: Methods and approaches IOT in AR/VR for flight simulation A comprehensive study for recent trends of AR/VR technology in real world scenarios AR/VR boosting up digital twins for smart future in industrial automation Methodical study and...
W. W. Norton & Company, 2018 — 304 p. — ISBN 978-0393253696, 0393253694 An in-depth look at virtual reality and how it can be harnessed to improve our everyday lives. Virtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience imaginable. With well-crafted simulations, these...
W. W. Norton & Company, 2018 — 304 p. — ISBN 978-0393253696, 0393253694 An in-depth look at virtual reality and how it can be harnessed to improve our everyday lives. Virtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience imaginable. With well-crafted simulations, these...
Apress, 2020. — 380 p. — ISBN13: (electronic): 978-1-4842-5488-2. Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool...
Apress, 2020. — 380 p. — ISBN13: (electronic): 978-1-4842-5488-2. Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool...
Apress, 2020. — 380 p. — ISBN13: (electronic): 978-1-4842-5488-2. Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool...
Apress, 2020. — 380 p. — ISBN13: 978-1-4842-5487-5. Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool Kit. By the end...
A K Peter, 2005. — 384 p. — ISBN 1568812302. Demonstrating techniques involving both hardware and software to implement spatial augmented reality installations, this text discusses approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and more. A Brief Introduction to Augmented Reality Fundamentals: From Photons to Pixels Augmented Reality...
Microsoft Press, 2018. — 464 p. — ISBN13: 978-1509306879. Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform. Step by step, Dawid Borycki guides you through every type of mixed reality development, from simple 2D to cutting-edge apps for Microsoft...
ITexLi, 2024. — 221 p. — ISBN 183769334X 9781837693344 1837693358 9781837693351 1837693366 9781837693368. This book presents various augmented reality (AR) applications ranging from real-time information display and applications in the construction industry and architecture to medical applications. It provides an overview of how AR is applied in these areas and showcases the...
Б.м.: SDC Publications, 2019. — 388 p. This book is designed as a learning tool to help the aspiring engineer learn the language of engineering graphics. In this regard, this book is hardly unique, as there have been literally hundreds of books published in the past that had a similar goal. The main challenge faced by engineering graphics books comes from the difficulty of...
Apress Media LLC., 2022. — 410 p. — ISBN-13: 978-1-4842-7932-8. Get hands-on practical knowledge of concepts and techniques for VR development using Unity and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences.Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR...
Apress Media LLC., 2022. — 410 p. — ISBN-13: 978-1-4842-7932-8. Get hands-on practical knowledge of concepts and techniques for VR development using Unity and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences.Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR...
Manning, 2015. — 440 p.
Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the Oculus Rift VR headset, the game has changed. Using standard programming tools and the intuitive Oculus SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that...
Packt Publishing, 2017. — 306 p. — ISBN: 139781786461155. Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in...
Packt Publishing, 2017. — 294 p. — ISBN: 139781786461155. Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in...
Springer, 2009. — 450 p. — ISBN 1848827326. An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques or guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to...
InTech, 2012. — 286 p. — ISBN: 9535107323 9789535107323. This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. This book aims to contribute to the current state of the corresponding efforts in the area of further promising technology - the Virtual...
Apress, 2021. — 193 p. — ISBN 9781484267691. Attention .NET developers, here is your starting point for learning how to create and publish augmented reality (AR) apps for iOS devices. This book introduces and explores iOS augmented reality mobile app development specifically for .NET developers. The continued adoption and popularity of Xamarin, a tool that allows cross-platform...
Apress, 2021. — 193 p. — ISBN 9781484267691. Attention .NET developers, here is your starting point for learning how to create and publish augmented reality (AR) apps for iOS devices. This book introduces and explores iOS augmented reality mobile app development specifically for .NET developers. The continued adoption and popularity of Xamarin, a tool that allows cross-platform...
CRC, 2021. — 316 p. — ISBN 978-0367512101. Using mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented...
CRC Press, 2017. — 214 p. — ISBN13: 978-1138632356. The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers...
CRC Press, 2017. — 214 p. — ISBN13: 978-1138632356. The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers...
Springer, 2011. — 769 p. Augmented Reality (AR) refers to a live view of physical real world environment whose elements are merged with augmented computer-generated images creating a mixed reality. The augmentation is typically done in real time and in semantic context with environmental elements. By using the latest AR techniques and technologies, the information about the...
Springer, 2023. — 383 p. — (Springer Series on Cultural Computing). — ISBN 978-3-031-27165-6. Дополненная реальность и искусственный интеллект: слияние передовых технологий This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today’s...
Springer, 2021. — 327 p. — ISBN 978-3-030-70197-0. This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the...
Springer, 2021. — 327 p. — ISBN 978-3-030-70197-0. This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the...
De Gruyter, 2023. — 320 p. — (Augmented and Virtual Reality Volume 2). — ISBN 978-3-11-078999-7. Дополненная и виртуальная реальность в Индустрии 5.0 This edited volume collects a series of studies concerning the most recent developments in the industrial applications of augmented and virtual reality. Each chapter outlines the most recent advancements in the theory and...
De Gruyter, 2023. — 320 p. — (Augmented and Virtual Reality Volume 2). — ISBN 978-3-11-078999-7. Дополненная и виртуальная реальность в Индустрии 5.0 This edited volume collects a series of studies concerning the most recent developments in the industrial applications of augmented and virtual reality. Each chapter outlines the most recent advancements in the theory and...
The Massachusetts Institute of Technology, 2019. — 264 p. — (MIT Press Essential Knowledge). — ISBN: 9780262537520. A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality-and how they could affect every part of our lives. After years of hype, extended reality-augmented reality (AR), virtual reality (VR), and mixed reality (MR)-has...
The Massachusetts Institute of Technology, 2019. — 264 p. — (MIT Press Essential Knowledge). — ISBN: 9780262537520. A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality-and how they could affect every part of our lives. After years of hype, extended reality-augmented reality (AR), virtual reality (VR), and mixed reality (MR)-has...
Packt Publishing, 2013. — 121 p. Augmented Reality offers the magic effect of blending the physical world with the virtual world and brings applications from your screen into your hands. Augmented Reality redefines advertising and gaming as well as education in an utterly new way; it will become a technology that needs to be mastered by mobile application developers. This book...
Springer, 2008. — 214 p. — ISBN: 1848001169. Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring...
Dey Street Books, 2019. — 512 p. — ISBN: 978-0062455970 From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer...
Springer, 2023. — 151 p. — ISBN 978-981-99-2002-0. This book proposes a novel body image to bridge gap between self-transformation and preserving sense of self: the Jizai body. Automation and digitization have served to transform our lives. Digital transformation, for example, is rapidly changing the world every day, making life more convenient and comfortable. However, there...
Morgan & Claypool Publishers, 2016. — 636 p. Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real...
Springer, 2018. — 374 p. This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the...
Springer, 2005. — 237 p. Developing & maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting. This book is organized so that it follows a spiral development process for each stage, describing the problem & possible...
InTech, 2011. — 686 p. Even though virtual reality techniques and their applications have been present for only two decades, a lot of various interactive methods and applications have been introduced. In its inception, butt on boxes or joysticks were used as virtual reality’s sole interface mechanism. However, input devices have increasingly become more multifaceted and...
Springer, 2023. — 129 р. — ISBN 978-3-662-66279-3. Augmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360° environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360° environment, the story, and the...
Springer, 2023. — 129 р. — ISBN 978-3-662-66280-9. Augmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360° environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360° environment, the story, and the...
Springer, 2023. — 129 р. — ISBN 978-3-662-66280-9. Augmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360° environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360° environment, the story, and the...
Springer, 2023. — 129 р. — ISBN 978-3-662-66280-9. Augmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360° environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360° environment, the story, and the...
InTech, 2012. — 222 p. Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices, Virtual Reality has emerged as a major new technology in the mid 90es, last century. An explosion has occurred in our understanding of Virtual Reality, Virtual Environments and in the technologies required to produce...
InTech, 2012. — 216 p. Virtual Reality is clearly interdisciplinary research area. It has, not only Information Technology importance but social, educational, economical importance too. It combines multiple disciplines for the development of virtual reality systems in which the user has the immersive feeling of being in the real world. Virtual reality has several applications...
Packt Publishing, 2021. — 354 p. — ISBN 978-1-83898-259-1. The book starts by helping you set up for AR development, installing the Unity 3D game engine, required packages, and other tools to develop for Android (ARCore) and/or iOS (ARKit) mobile devices. Then we jump right into the building and running AR scenes, learning about AR Foundation components, other Unity features,...
Packt Publishing, 2017. — 548 p. Build practical augmented reality applications with Unity, ARCore, ARKit and Vuforia. Augmented Reality has been said to be the next major computing platform. This book shows you how to build exciting AR applications with Unity 3D and the leading AR toolkits for a spectrum of mobile and wearable devices. The book opens with an introduction to...
Packt Publishing, 2017. — 548 p. Build practical augmented reality applications with Unity, ARCore, ARKit and Vuforia. Augmented Reality has been said to be the next major computing platform. This book shows you how to build exciting AR applications with Unity 3D and the leading AR toolkits for a spectrum of mobile and wearable devices. The book opens with an introduction to...
Packt Publishing, 2017. — 548 p. Build practical augmented reality applications with Unity, ARCore, ARKit and Vuforia. Augmented Reality has been said to be the next major computing platform. This book shows you how to build exciting AR applications with Unity 3D and the leading AR toolkits for a spectrum of mobile and wearable devices. The book opens with an introduction to...
Wrox, 2011. — 360 p. Create amazing mobile augmented reality apps with junaio, Layar, and Wikitude! Professional Augmented Reality Browsers for Smartphones guides you through creating your own augmented reality apps for the iPhone, Android, Symbian, and bada platforms, featuring fully workable and downloadable source code. You will learn important techniques through hands-on...
Wiley, 2021. — 272 p. — ISBN 9781119695172. Discover one of the biggest business trends of today Extended reality (XR for short) – which encompasses virtual reality, augmented reality and mixed reality – is one of the biggest business trends of today. It refers to the use of technology to create more immersive digital experiences which are promising to transform many businesses...
A K Peters, Wellesley, Massachusetts, 2007. — 581 p. — ISBN: 1568813031. A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been...
New Jersey, Canada: Wiley, 2018. — 260 p. — (For Dummies). — ISBN: 9781119481348. 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...
Wiley, 2018. — 352 p. 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.
Wiley, 2018. — 352 p. 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.
2nd ed. — Virtual Reality Learning Solutions, 2016. — 69 p. This is no just another book for Virtual Reality platform. VIRTUAL REALITY BEGINNER'S GUIDE is the result of deep study of this medium, spanning more than a decade. It contains the wisdom of thousands of hours of effort to understand this domain. You will learn (In less than 30 minutes each): How to build high quality...
2nd Edition. — A K Peters/CRC Press, 2020. — 277 p. — ISBN13: 978-0-367-27265-4. Building Virtual Reality with Unity and Steam VR takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, this book and its example code are compatible with the main virtual reality (VR) head-mounted displays...
2nd Edition. — A K Peters/CRC Press, 2020. — 249 p. — ISBN13: 978-0-367-27130-5. Building Virtual Reality with Unity and Steam VR takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, this book and its example code are compatible with the main virtual reality (VR) head-mounted displays...
2nd Edition. — A K Peters/CRC Press, 2020. — 249 p. — ISBN13: 978-0-367-27130-5. Building Virtual Reality with Unity and Steam VR takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, this book and its example code are compatible with the main virtual reality (VR) head-mounted displays...
2nd Edition. — A K Peters/CRC Press, 2020. — 249 p. — ISBN13: 978-0-367-27130-5. Building Virtual Reality with Unity and Steam VR takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, this book and its example code are compatible with the main virtual reality (VR) head-mounted displays...
Apress, 2017. — 92 p. — ISBN 978-1-4842-2709-1. Create web-based VR applications and deploy them to GitHub pages with this short, practical tutorial crammed with hands-on examples. This book covers topics such as VR, the WebVR API, and A-Frame. In Learning Web-based Virtual Reality, you will build a number of 3D VR-based applications. In these apps, you will be able to test the...
Apress, 2017. — 87 p. — ISBN10: 1484227093. — ISBN13: 978-1484227091. Create web-based VR applications and deploy them to GitHub pages with this short, practical tutorial crammed with hands-on examples. This book covers topics such as VR, the WebVR API, and A-Frame. In Learning Web-based Virtual Reality, you will build a number of 3D VR-based applications. In these apps, you...
2nd edition. — Apress, 2021. — 292 p. — ISBN 978-1-4842-7103-2. Develop applications and experiences for Microsoft’s HoloLens 2 and other Windows mixed reality devices. This easy-to-follow guide removes the mystery behind creating amazing augmented reality and virtual reality experiences. Mixed reality development tools and resources are provided. Beginning Windows Mixed...
2nd edition. — Apress, 2021. — 292 p. — ISBN 978-1-4842-7103-2. Develop applications and experiences for Microsoft’s HoloLens 2 and other Windows mixed reality devices. This easy-to-follow guide removes the mystery behind creating amazing augmented reality and virtual reality experiences. Mixed reality development tools and resources are provided. Beginning Windows Mixed...
Packt Publisher, 2018. — 243 p. — ISBN: 1786462982. Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and...
O’Reilly, 2019. — 372 p. — ISBN 978-1-492-04419-2. 2019-05-03: Second Release 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...
O’Reilly Media, 2019. — 83 p. — ISBN: 978-1492044192, 1492044199. If you’re a developer familiar with AI, machine learning, and computer vision, this practical book provides you with a foundational understanding of augmented and virtual reality functions. AR and VR industry experts Erin Pangilinan, Steve Lukas, and Vasanth Mohan explore the full AR and VR development pipeline...
O’Reilly Media, 2019. — 83 p. — ISBN: 978-1492044192, 1492044199. If you’re a developer familiar with AI, machine learning, and computer vision, this practical book provides you with a foundational understanding of augmented and virtual reality functions. AR and VR industry experts Erin Pangilinan, Steve Lukas, and Vasanth Mohan explore the full AR and VR development pipeline...
O’Reilly Media, 2019. — 83 p. — ISBN: 978-1492044192, 1492044199. If you’re a developer familiar with AI, machine learning, and computer vision, this practical book provides you with a foundational understanding of augmented and virtual reality functions. AR and VR industry experts Erin Pangilinan, Steve Lukas, and Vasanth Mohan explore the full AR and VR development pipeline...
O’Reilly Media, 2019. — 83 p. — ISBN: 978-1492044192, 1492044199. If you’re a developer familiar with AI, machine learning, and computer vision, this practical book provides you with a foundational understanding of augmented and virtual reality functions. AR and VR industry experts Erin Pangilinan, Steve Lukas, and Vasanth Mohan explore the full AR and VR development pipeline...
O’Reilly Media, 2019. — 83 p. — ISBN: 978-1492044192, 1492044199. If you’re a developer familiar with AI, machine learning, and computer vision, this practical book provides you with a foundational understanding of augmented and virtual reality functions. AR and VR industry experts Erin Pangilinan, Steve Lukas, and Vasanth Mohan explore the full AR and VR development pipeline...
O’Reilly Media, Inc., 2019. — 372 p. — ISBN: 978-1-492-04419-2. 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...
O’Reilly Media, Inc., 2019. — 372 p. — ISBN: 978-1-492-04419-2. 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...
O’Reilly Media, Inc., 2019. — 372 p. — ISBN: 978-1-492-04419-2. 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...
O’Reilly Media, 2015. — 120 p. Get a quick introduction to the technologies, tools, and techniques for programming Virtual Reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, you'll learn essential development and production concepts, including UI design, stereo rendering, 3D input, and programming VR applications for native desktop,...
Dorling Kindersley, 2003. — 358 p. — ISBN 9788131708446. The 13 chapters of the book cover the history, current state and future of virtual reality systems.
М.: Олимп-Бизнес, 2018. — 528 с. — ISBN: 978-5-9693-0374-4. В своей книге Бретт Кинг, автор бестселлеров, эксперт-футуролог, известный журналист и телеведущий, рисует яркую картину будущего. Это время, когда дополненная реальность – интернет-медицина, искусственный интеллект, роботы, умные вещи и города – станет повседневной нормой. Ближайшие два десятилетия принесут...
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