MARC details
000 -LEADER |
fixed length control field |
08269nam a22002297a 4500 |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20230322123223.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
230322b ||||| |||| 00| 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9788126577071 |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
006.8 |
Item number |
MEA |
100 ## - MAIN ENTRY--PERSONAL NAME |
Personal name |
Mealy, Paul |
245 ## - TITLE STATEMENT |
Title |
Virtual & augmented reality for dummies |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Name of publisher, distributor, etc. |
Wiley India Pvt. Ltd. |
Place of publication, distribution, etc. |
New Delhi |
Date of publication, distribution, etc. |
2023 |
300 ## - PHYSICAL DESCRIPTION |
Extent |
xi, 332 p. |
365 ## - TRADE PRICE |
Price type code |
INR |
Price amount |
599.00 |
504 ## - BIBLIOGRAPHY, ETC. NOTE |
Bibliography, etc. note |
Table of content<br/>Introduction <br/><br/>About This Book <br/><br/>Foolish Assumptions <br/><br/>Icons Used in This Book <br/><br/>Beyond the Book <br/><br/>Where to Go from Here <br/><br/> <br/><br/>Part 1: Getting Started with Virtual and Augmented Reality <br/><br/>Chapter 1: Defining Virtual and Augmented Reality <br/><br/>Introducing Virtual Reality and Augmented Reality <br/>Looking at Some Other Types of Virtual and Augmented Reality <br/>Mixed reality <br/>Augmented virtuality <br/>Extended reality <br/>Taking a Quick History Tour <br/>The father of virtual reality <br/>Augmented reality gets a name <br/>Early virtual reality failures <br/>Virtual reality breaks through <br/>Augmented reality hits the mainstream <br/>Evaluating the Technology Hype Cycle <br/> <br/><br/>Chapter 2: Exploring the Current State of Virtual Reality <br/><br/>Looking at the Available Form Factors <br/>Focusing on Features <br/>Room-scale versus stationary experience <br/>Inside-out tracking <br/>Haptic feedback <br/>Audio <br/>Considering Controllers <br/>Toggle button <br/>Integrated hardware touchpad <br/>Gaze controls <br/>Keyboard and mouse <br/>Standard gamepads <br/>Motion controllers <br/>Hand tracking <br/>Eye tracking <br/>. . . and much more <br/>Recognizing the Current Issues with VR <br/>Simulator sickness <br/>The screen-door effect <br/>Movement in VR <br/>Health effects <br/>Cannibalization of the market <br/>Assessing Adoption Rates <br/> <br/><br/>Chapter 3: Exploring the Current State of Augmented Reality <br/><br/>Looking at the Available Form Factors <br/>Mobile devices <br/>AR headsets <br/>AR glasses <br/>Considering Controllers <br/>Touch <br/>Gaze <br/>Keyboard and mouse <br/>Voice <br/>Hand tracking <br/>Motion controllers <br/>Recognizing the Current Issues with Augmented Reality <br/>Form factors and first impressions <br/>Cost and availability <br/>Perceived usefulness <br/>Tracking <br/>Field of view <br/>Visuals <br/>Assessing Adoption Rates <br/> <br/><br/>Part 2: Consuming Content in Virtual and Augmented Reality <br/><br/>Chapter 4: Consuming Content in Virtual Reality <br/><br/>Exploring Consumer-Grade Virtual Reality <br/>High-end devices <br/>Mid-tier devices <br/>Low-end devices <br/>Identifying Near-Future Hardware <br/>HTC Vive Pro <br/>HTC Vive Focus <br/>Lenovo Mirage Solo <br/>Oculus Santa Cruz <br/>Oculus Go <br/>Pimax 8K <br/>LooxidVR <br/>Varjo <br/>Comparing Current and Future Options <br/> <br/><br/>Chapter 5: Consuming Content in Augmented Reality <br/><br/>Exploring Consumer-Grade Augmented Reality <br/>Microsoft HoloLens <br/>Meta 2 <br/>Magic Leap <br/>Mira Prism <br/>Apple ARKit and Google ARCore <br/>Identifying Near-Future Hardware <br/>Heads-up displays <br/>AR devices <br/>Comparing Current and Future Options <br/> <br/><br/>Part 3: Creating Content in Virtual and Augmented Reality <br/><br/>Chapter 6: Evaluating Your Project <br/><br/>Assessing Your Project’s Technology Needs <br/>What is the elevator pitch for my project? <br/>What are my goals and objectives? <br/>What problem does my project uniquely solve? <br/>Who is the target market? <br/>What should the end-user experience be? <br/>Choosing Virtual Reality <br/>Strengths <br/>Weaknesses <br/>Choosing Augmented Reality <br/>Strengths <br/>Weaknesses <br/> <br/><br/>Chapter 7: Planning Your Virtual Reality Project <br/><br/>Defining Your Virtual Reality Project <br/>Determining your project execution <br/>Defining your audience <br/>Determining hardware support <br/>Defining your timeline <br/>Exploring Design Principles in Virtual Reality <br/>Starting up <br/>Focusing the user’s attention <br/>Understanding the comfort zone <br/>Giving the user control <br/>Understanding locomotion <br/>Providing feedback <br/>Following the user’s gaze <br/>Avoiding simulator sickness <br/>More best practices to consider <br/>Defining Your Social Experience <br/> <br/><br/>Chapter 8: Planning Your Augmented Reality Project <br/><br/>Defining Your Augmented Reality Project <br/>Determining hardware support <br/>Defining your timeline <br/>Exploring Design Principles in Augmented Reality <br/>Starting up <br/>Considering the environment <br/>Understanding comfort zones <br/>Interacting with objects <br/>Exploring user interface patterns <br/>Understanding text <br/>Testing, testing, 1, 2, 3 <br/>Defining Your Social Experience <br/> <br/><br/>Chapter 9: Creating Content for Virtual and Augmented Reality <br/><br/>Assessing Design Software <br/>User experience design software <br/>Traditional design tools <br/>VR/AR-based design tools <br/>Ready-made models <br/>Capturing Real Life <br/>Video-capture options <br/>Still-image capture options <br/>Audio options <br/>Spatial audio <br/>Assessing Development Software <br/>Game development engines <br/>Mobile augmented reality development <br/>WebVR <br/>Distributing Your Content <br/>Virtual reality desktop headsets <br/>Virtual reality mobile headsets <br/>Google Cardboard <br/>WebVR <br/>Augmented reality headsets <br/>Mobile augmented reality <br/>Other options <br/> <br/><br/>Part 4: Virtual and Augmented Reality in the Wild <br/><br/>Chapter 10: Exploring Virtual Reality Use Cases <br/><br/>Art <br/>Tilt Brush <br/>Pierre Chareau exhibit <br/>Google Arts & Culture VR <br/>Education <br/>Google Expeditions VR <br/>Clouds Over Sidra <br/>Apollo 11 VR <br/>Entertainment <br/>Intel True VR <br/>The Shard <br/>Healthcare <br/>Beatriz: A journey through Alzheimer’s disease <br/>Virtual operating room <br/>Psychological therapy <br/>Gaming <br/>Rec Room <br/>VR arcades <br/> <br/><br/>Chapter 11: Exploring Augmented Reality Use Cases <br/><br/>Art <br/>Facebook Building 20 <br/>Jeff Koons and Snapchat <br/>Education <br/>Google Expeditions <br/>Major League Soccer Replay <br/>Healthcare education <br/>Industry and Commerce <br/>thyssenkrupp <br/>WorkLink <br/>Entertainment <br/>Star Wars: Jedi Challenges <br/>The New York Times Winter Olympics AR <br/>Kinect Sandbox <br/>Utilities <br/>Perinno-Uno <br/>Who Is It? <br/> <br/><br/>Part 5: The Future of Virtual and Augmented Reality <br/><br/>Chapter 12: Assessing the Future of Virtual Reality <br/><br/>Anticipating the Near-Future Changes <br/>Evaluating the market <br/>Looking at upcoming hardware and software <br/>Considering Virtual Reality’s “Killer App” <br/>Predicting the Impact <br/> <br/><br/>Chapter 13: Assessing the Future of Augmented Reality <br/><br/>Analyzing Near Future Changes <br/>Evaluating the market <br/>Considering AR’s “Killer App” <br/>Predicting the Impact <br/> <br/><br/>Part 6: The Part of Tens <br/><br/>Chapter 14: Ten Questions about Virtual and Augmented Reality <br/><br/>How Will Virtual and Augmented Reality Affect Me? <br/>Which Technology Will Win? <br/>What If I Don’t Have a Headset? <br/>How Large Will the Virtual and Augmented<br/>Reality Consumer Markets Get? <br/>When Should I Enter the Market as a Consumer? <br/>When Should My Company Enter the Market? <br/>Which Virtual Reality Headset Is Right for Me? <br/>What Could Impede the Growth of Virtual and Augmented Reality? <br/>Are There Lasting Physical Effects? <br/>What Is the Future of Virtual and Augmented Reality? <br/> <br/><br/>Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality <br/><br/>Travel <br/>Museums <br/>Aerospace <br/>Retail <br/>Military <br/>Education <br/>Entertainment <br/>Real Estate <br/>Advertising and Marketing <br/>The Unknown <br/> <br/><br/>Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today <br/><br/>Google Translate <br/>Amazon AR View <br/>Blippar <br/>AR City <br/>ARise <br/>Ingress and Pokémon Go <br/>MeasureKit and Measure <br/>InkHunter <br/>Sketch AR <br/>Find Your Car and Car Finder AR <br/> |
520 ## - SUMMARY, ETC. |
Summary, etc. |
For such a large-scale technology revolution that is about to happen in the VR/AR space, there are very few books that address Virtual Reality outside of programing language specific "How to program VR applications." There is a huge market for a book that offers an easy to understand primer on Virtual Reality and Augmented Reality and how it will affect the future. Rather than focus on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit), or software (Unity, Unreal Engine), the book functions to offer a broad look at VR/AR/MR -- what they are, a history of the technologies, how they are being used currently, how they will affect the reader both professionally and personally in the future, and where things could go from here. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Virtual reality |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Augmented reality |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Mixed reality |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Virtual reality in management |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
Dewey Decimal Classification |
Koha item type |
Book |