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Books > Computing & IT > Applications of computing > Virtual reality
Develop AI-powered apps and games for HoloLens and mixed reality
headsets This is a complete guide to programming AI-powered mixed
reality apps with the Windows Mixed Reality platform. Step by step,
Dawid Borycki guides you through every type of mixed reality
development, from simple 2D to cutting-edge apps for Microsoft
HoloLens and immersive headsets. First, you'll learn to write UWP
2D apps that adapt for any Windows 10 device, transfer camera
images to machine learning services, and use mobile sensor readings
to control headset content. Then, building on these skills, you'll
master every facet of building cross-platform 3D apps that link
augmented reality content to real objects. Advanced Microsoft
technology expert Dawid Borycki shows how to: Set up a mixed
reality development environment with all the tools you'll need,
including HoloLens and Mixed Reality simulators Write Universal
Windows 2D apps for all Windows 10 devices, and adjust their views
and capabilities to specific hardware Render media streams, acquire
video from world-facing cameras, and detect human faces in those
images Generate descriptions of what the user sees, and present
them via text or speech Build AI-powered voice-controlled apps with
Microsoft Cognitive Services (MCS) Master core concepts and
techniques for building 3D mixed reality apps with Unity Format 3D
objects with materials to create holograms Add interactions to
holograms based on user input Integrate HoloLens capabilities,
including air gestures, spatial sound, and mapping
Even as the popularity of videogames has skyrocketed, a dark cloud
continues to hang over them. Many people who play games feel
embarrassed to admit as much, and many who don't worry about the
long-term effects of a medium often portrayed as dangerous and
corruptive. Drawing on years of experience working directly with
people who play games, clinical psychologist Alexander Kriss steers
the discourse away from extreme and factually inaccurate claims
around the role of games in addiction, violence and mental illness,
instead focusing on the importance of understanding the unique
relationship that forms between a game and its player. Through
vivid psychotherapy case illustrations, autobiographical memoir,
and a wide range of psychological theory and research, The Gaming
Mind lays out an honest and humanistic vision of games, their
potentials and risks, and how they can teach us more about who we
are and who we could be.
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VR
(Paperback)
Andy Lancaster
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R346
Discovery Miles 3 460
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Ships in 10 - 15 working days
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The potential to integrate augmented reality into educational
settings has led to the development of myriad programs for
implementing these transformative technologies into education.
However, the transformative learning processes possible for
learners can best be developed through integration in immersive
virtual learning environments. The integration of augmented reality
(AR) technologies into education involves matching the potential of
AR with the most effective instructional model for immersing
learners in the learning process. With current research focused
heavily on blended or online learning, augmented reality fits right
into the new technologies and trends that are being developed and
utilized on a consistent basis. There is a need for research that
provides detailed curriculum guides, templates for designing
virtual worlds, evaluation processes, and immersive learning
procedures that can be utilized to provide the best educational
environment for student success. Implementing Augmented Reality
Into Immersive Virtual Learning Environments provides current
research for the integration of transformative new technologies
into multiple educational settings. Examining the why, what, and
how of integrating augmented reality into immersive virtual
learning technologies, this book covers various educational
settings, such as nursing education, sports coaching, language
education, and more. While highlighting the benefits for virtual
reality, its role in remote learning, the logistics of simulation,
and branches of it such as gamification, this book is ideally
intended for teachers, school administrators, teacher educators,
practitioners, IT specialists, educational software developers,
researchers, academicians, and students interested in integrating
augmented reality in educational programs.
For the last decade, virtual reality has been utilized in diverse
fields such as entertainment, medicine, and industry. Recently,
virtual reality has been applied in educational settings in order
to transform student learning and experiences through such methods
as building prototypes using digital devices or exploring new
cultures through immersive interactions. Teachers who can
incorporate virtual reality into their classrooms can provide their
students with more meaningful learning experiences and can witness
higher engagement. Current and Prospective Applications of Virtual
Reality in Higher Education is a cutting-edge academic research
book that provides comprehensive research on the integration of
virtual reality in education programs and establishes foundations
for course design, program development, and institutional strategic
planning. The book covers an overall understanding and approach to
virtual reality in education, specific applications of using
virtual reality in higher education, and prospects and issues of
virtual reality in the future. Highlighting a wide range of topics
such as gamification, teacher training, and virtual reality, this
book is ideal for teachers, instructional designers, curriculum
developers, academicians, program developers, administrators,
educational software developers, policymakers, researchers,
education professionals, and students.
A Wired senior editor and virtual reality expert presents a
captivating, candid glimpse into the future "realities" of this
emerging technology: how we will use it to form previously
impossible relationships, explore new frontiers of intimacy, and
how it will forever change human connection. Heralded as the most
significant technological innovation since the smartphone, virtual
reality is poised to transform our very notions of life and
humanity. Though this tech is still in its infancy, to those on the
inside, it is the future. VR will change how we work, how we
experience entertainment, how we feel pleasure and other emotions,
how we see ourselves, and most importantly, how we relate to each
other in the real world. And we will never be the same. Peter
Rubin, senior culture editor for Wired and the industry's go-to
authority on the subject, calls it an "intimacy engine." While once
we needed another person to feel the sensations of closeness,
trust, vulnerability, confidence, and titillation, VR will give us
the ability to induce these sensations by ourselves for the first
time in human history. This metamorphosis, Rubin argues, is going
to have a powerful impact on relationships that will ripple
throughout our society and our individual lives. A journey into
this uncertain future and a glimpse at the cultural implications
and promises of a new reality, Future Presence explores a host of
complex questions about what makes us human, what connects us, and
what is real. Offering a glimpse into the mind-blowing things
happening in universities, labs, and tech companies around the
world, Rubin leads readers on an entertaining tour of the weirdest,
wildest corners of this fascinating new universe. Describing this
book as "half travelogue and half crystal ball", Rubin will:
Introduce readers to the creators and consumers of VR technology
Show readers what an experience is like inside the current VR
devices Explain how this technology will upend everything we know
about human connection in the future At once the incredible,
inevitable story of virtual reality's rise and a look towards the
future of our fantasies, Future Presence is a deeply personal
examination of what connects us, and an analysis of what
relationships, empathy, and sex could look like-sooner than we
think.
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