Amazon cover image
Image from Amazon.com

Virtual & augmented reality for dummies

By: Mealy, PaulMaterial type: TextTextPublication details: New Delhi Wiley India Pvt. Ltd. 2023 Description: xi, 332 pISBN: 9788126577071Subject(s): Virtual reality | Augmented reality | Mixed reality | Virtual reality in managementDDC classification: 006.8 Summary: 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.
List(s) this item appears in: Fiction
Tags from this library: No tags from this library for this title. Log in to add tags.
Star ratings
    Average rating: 0.0 (0 votes)
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book Book Indian Institute of Management LRC
General Stacks
IT & Decisions Sciences 006.8 MEA (Browse shelf(Opens below)) 1 Available 004880

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.

There are no comments on this title.

to post a comment.

©2019-2020 Learning Resource Centre, Indian Institute of Management Bodhgaya

Powered by Koha