Virtual & augmented reality for dummies
- New Delhi Wiley India Pvt. Ltd. 2023
- xi, 332 p.
Table of content Introduction
About This Book
Foolish Assumptions
Icons Used in This Book
Beyond the Book
Where to Go from Here
Part 1: Getting Started with Virtual and Augmented Reality
Chapter 1: Defining Virtual and Augmented Reality
Introducing Virtual Reality and Augmented Reality Looking at Some Other Types of Virtual and Augmented Reality Mixed reality Augmented virtuality Extended reality Taking a Quick History Tour The father of virtual reality Augmented reality gets a name Early virtual reality failures Virtual reality breaks through Augmented reality hits the mainstream Evaluating the Technology Hype Cycle
Chapter 2: Exploring the Current State of Virtual Reality
Looking at the Available Form Factors Focusing on Features Room-scale versus stationary experience Inside-out tracking Haptic feedback Audio Considering Controllers Toggle button Integrated hardware touchpad Gaze controls Keyboard and mouse Standard gamepads Motion controllers Hand tracking Eye tracking . . . and much more Recognizing the Current Issues with VR Simulator sickness The screen-door effect Movement in VR Health effects Cannibalization of the market Assessing Adoption Rates
Chapter 3: Exploring the Current State of Augmented Reality
Looking at the Available Form Factors Mobile devices AR headsets AR glasses Considering Controllers Touch Gaze Keyboard and mouse Voice Hand tracking Motion controllers Recognizing the Current Issues with Augmented Reality Form factors and first impressions Cost and availability Perceived usefulness Tracking Field of view Visuals Assessing Adoption Rates
Part 2: Consuming Content in Virtual and Augmented Reality
Chapter 4: Consuming Content in Virtual Reality
Exploring Consumer-Grade Virtual Reality High-end devices Mid-tier devices Low-end devices Identifying Near-Future Hardware HTC Vive Pro HTC Vive Focus Lenovo Mirage Solo Oculus Santa Cruz Oculus Go Pimax 8K LooxidVR Varjo Comparing Current and Future Options
Chapter 5: Consuming Content in Augmented Reality
Exploring Consumer-Grade Augmented Reality Microsoft HoloLens Meta 2 Magic Leap Mira Prism Apple ARKit and Google ARCore Identifying Near-Future Hardware Heads-up displays AR devices Comparing Current and Future Options
Part 3: Creating Content in Virtual and Augmented Reality
Chapter 6: Evaluating Your Project
Assessing Your Project’s Technology Needs What is the elevator pitch for my project? What are my goals and objectives? What problem does my project uniquely solve? Who is the target market? What should the end-user experience be? Choosing Virtual Reality Strengths Weaknesses Choosing Augmented Reality Strengths Weaknesses
Chapter 7: Planning Your Virtual Reality Project
Defining Your Virtual Reality Project Determining your project execution Defining your audience Determining hardware support Defining your timeline Exploring Design Principles in Virtual Reality Starting up Focusing the user’s attention Understanding the comfort zone Giving the user control Understanding locomotion Providing feedback Following the user’s gaze Avoiding simulator sickness More best practices to consider Defining Your Social Experience
Chapter 8: Planning Your Augmented Reality Project
Defining Your Augmented Reality Project Determining hardware support Defining your timeline Exploring Design Principles in Augmented Reality Starting up Considering the environment Understanding comfort zones Interacting with objects Exploring user interface patterns Understanding text Testing, testing, 1, 2, 3 Defining Your Social Experience
Chapter 9: Creating Content for Virtual and Augmented Reality
Assessing Design Software User experience design software Traditional design tools VR/AR-based design tools Ready-made models Capturing Real Life Video-capture options Still-image capture options Audio options Spatial audio Assessing Development Software Game development engines Mobile augmented reality development WebVR Distributing Your Content Virtual reality desktop headsets Virtual reality mobile headsets Google Cardboard WebVR Augmented reality headsets Mobile augmented reality Other options
Part 4: Virtual and Augmented Reality in the Wild
Chapter 10: Exploring Virtual Reality Use Cases
Art Tilt Brush Pierre Chareau exhibit Google Arts & Culture VR Education Google Expeditions VR Clouds Over Sidra Apollo 11 VR Entertainment Intel True VR The Shard Healthcare Beatriz: A journey through Alzheimer’s disease Virtual operating room Psychological therapy Gaming Rec Room VR arcades
Chapter 11: Exploring Augmented Reality Use Cases
Art Facebook Building 20 Jeff Koons and Snapchat Education Google Expeditions Major League Soccer Replay Healthcare education Industry and Commerce thyssenkrupp WorkLink Entertainment Star Wars: Jedi Challenges The New York Times Winter Olympics AR Kinect Sandbox Utilities Perinno-Uno Who Is It?
Part 5: The Future of Virtual and Augmented Reality
Chapter 12: Assessing the Future of Virtual Reality
Anticipating the Near-Future Changes Evaluating the market Looking at upcoming hardware and software Considering Virtual Reality’s “Killer App” Predicting the Impact
Chapter 13: Assessing the Future of Augmented Reality
Analyzing Near Future Changes Evaluating the market Considering AR’s “Killer App” Predicting the Impact
Part 6: The Part of Tens
Chapter 14: Ten Questions about Virtual and Augmented Reality
How Will Virtual and Augmented Reality Affect Me? Which Technology Will Win? What If I Don’t Have a Headset? How Large Will the Virtual and Augmented Reality Consumer Markets Get? When Should I Enter the Market as a Consumer? When Should My Company Enter the Market? Which Virtual Reality Headset Is Right for Me? What Could Impede the Growth of Virtual and Augmented Reality? Are There Lasting Physical Effects? What Is the Future of Virtual and Augmented Reality?
Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality
Travel Museums Aerospace Retail Military Education Entertainment Real Estate Advertising and Marketing The Unknown
Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today
Google Translate Amazon AR View Blippar AR City ARise Ingress and Pokémon Go MeasureKit and Measure InkHunter Sketch AR Find Your Car and Car Finder AR
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.
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Virtual reality Augmented reality Mixed reality Virtual reality in management