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Book Cover
E-book
Author Mealy, Paul

Title Virtual Reality for Dummies
Published Newark : John Wiley & Sons, Incorporated, 2018

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Description 1 online resource (355 pages)
Contents Intro -- Title Page -- Copyright Page -- Table of Contents -- 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 Vir tual 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 -- Index -- EULA
Notes Print version record
Form Electronic book
ISBN 9781119481522
111948152X