Virtual & augmented reality for dummies (Record no. 5021)

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
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    Dewey Decimal Classification     IT & Decisions Sciences TB3162 16-02-2023 Indian Institute of Management LRC Indian Institute of Management LRC General Stacks 03/22/2023 Technical Bureau India Pvt. Ltd. 419.30   006.8 MEA 004880 03/22/2023 1 599.00 03/22/2023 Book

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