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Books > Computing & IT > Applications of computing > Virtual reality
Create engaging Augmented Reality (AR) applications with Unity 3D
that can be experienced with devices such as HoloLens and Daydream
Key Features Learn the principles of AR application development
Work with the most popular sensors used in AR games and
applications across Android, Apple and Windows Build experiences
with interactive objects, physics, UI, animations, and C# scripting
Book DescriptionAugmented Reality allows for radical innovations in
countless areas. It magically blends the physical and virtual
worlds, bringing applications from a screen into your hands.
Meanwhile, Unity has now become the leading platform to develop
augmented reality experiences, as it provides a great pipeline for
working with 3D assets. Using a practical and project-based
approach, Unity 2018 Augmented Reality Projects educates you about
the specifics of augmented reality development in Unity 2018. This
book teaches you how to use Unity in order to develop AR
applications which can be experienced with devices such as HoloLens
and Daydream. You will learn to integrate, animate, and overlay 3D
objects on your camera feed, before gradually moving on to
implementing sensor-based AR applications. In addition to this, you
will explore the technical considerations that are especially
important and possibly unique to AR. The projects in the book
demonstrate how you can build a variety of AR experiences, whilst
also giving insights into C# programming as well as the Unity 3D
game engine via the interactive Unity Editor. By the end of the
book, you will be equipped to develop rich, interactive augmented
reality experiences for a range of AR devices and platforms using
Unity. What you will learn Build and run AR applications for
specific headsets, including HoloLens and Daydream Create 3D scenes
with Unity and other 3D tools while learning about world space and
scale Move around your AR scenes using locomotion and teleportation
Create filters or overlays that work in tandem with facial
recognition software Use GPS, geolocation services, and the camera
feed to create a fitness application Integrate AR and VR concepts
together in a single application Who this book is forUnity 2018
Augmented Reality Projects is for you if you're a game developer
familiar with 3D computer graphics and interested in building your
own AR games or applications. Any experience in Unity and C# is an
advantage.
Explore the latest features of Unity 2018 to create immersive VR
projects for Oculus Rift, HTC Vive, Daydream and Gear VR Key
Features A project-based guide to teach you how to develop
immersive and fun VR applications using Unity 3D Build experiences
with interactable objects, physics, UI, animations, C# scripting,
and other Unity features Explore the world of VR by building
experiences such as diorama, first-person characters, 360-degree
projections, social VR, audio fireball game, and VR storytelling
Book DescriptionUnity has become the leading platform for building
virtual reality games, applications, and experiences for this new
generation of consumer VR devices. Unity Virtual Reality Projects
walks you through a series of hands-on tutorials and in-depth
discussions on using the Unity game engine to develop VR
applications. With its practical and project-based approach, this
book will get you up to speed with the specifics of VR development
in Unity. You will learn how to use Unity to develop VR
applications that can be experienced with devices such as Oculus,
Daydream, and Vive. Among the many topics and projects, you will
explore gaze-based versus hand-controller input, world space UI
canvases, locomotion and teleportation, software design patterns,
360-degree media, timeline animation, and multiplayer networking.
You will learn about the Unity 3D game engine via the interactive
Unity Editor, and you will also learn about C# programming. By the
end of the book, you will be fully equipped to develop rich,
interactive VR experiences using Unity. What you will learn Create
3D scenes with Unity and other 3D tools while learning about world
space and scale Build and run VR applications for specific
headsets, including Oculus, Vive, and Daydream Interact with
virtual objects using eye gaze, hand controllers, and user input
events Move around your VR scenes using locomotion and
teleportation Implement an audio fireball game using physics and
particle systems Implement an art gallery tour with teleportation
and data info Design and build a VR storytelling animation with a
soundtrack and timelines Create social VR experiences with Unity
networking Who this book is forIf you're a non-programmer
unfamiliar with 3D computer graphics, or experienced in both but
new to virtual reality, and are interested in building your own VR
games or applications, then this book is for you. Any experience in
Unity is an advantage.
Has the virtual invaded the realm of the real, or has the real
expanded its definition to include what once was characterized as
virtual? With the continual evolution of digital technology, this
distinction grows increasingly hazy. But perhaps the distinction
has become obsolete; perhaps it is time to pay attention to the
intersections, mutations, and transmigrations of the virtual and
the real. Certainly it is time to reinterpret the practice and
study of music. The Oxford Handbook of Music and Virtuality, edited
by Sheila Whiteley and Shara Rambarran, is the first book to offer
a kaleidoscope of interdisciplinary perspectives from scholars
around the globe on the way in which virtuality mediates the
dissemination, acquisition, performance, creation, and reimagining
of music. The Oxford Handbook of Music and Virtuality addresses
eight themes that often overlap and interact with one another.
Questions of the role of the audience, artistic agency, individual
and communal identity, subjectivity, and spatiality repeatedly
arise. Authors specifically explore phenomena including holographic
musicians and virtual bands, and the benefits and detriments
surrounding the free circulation of music on the internet. In
addition, the book investigates the way in which fans and musicians
negotiate gender identities as well as the dynamics of audience
participation and community building in a virtual environment. The
handbook rehistoricizes the virtual by tracing its progression from
cartoons in the 1950s to current industry innovations and changes
in practice. Well-grounded and wide-reaching, this is a book that
students of any number of disciplines, from Music to Cultural
Studies, have awaited.
Due to the growing prevalence of artificial intelligence
technologies, schools, museums, and art galleries will need to
change traditional ways of working and conventional thought
processes to fully embrace their potential. Integrating virtual and
augmented reality technologies and wearable devices into these
fields can promote higher engagement in an increasingly digital
world. Virtual and Augmented Reality in Education, Art, and Museums
is an essential research book that explores the strategic role and
use of virtual and augmented reality in shaping visitor experiences
at art galleries and museums and their ability to enhance
education. Highlighting a range of topics such as online learning,
digital heritage, and gaming, this book is ideal for museum
directors, tour developers, educational software designers, 3D
artists, designers, curators, preservationists, conservationists,
education coordinators, academicians, researchers, and students.
The internet of things (IoT) is quickly growing into a large
industry with a huge economic impact expected in the near future.
However, the users' needs go beyond the existing web-like services,
which do not provide satisfactory intelligence levels. Ambient
intelligence services in IoT environments is an emerging research
area that can change the way that technology and services are
perceived by the users. Ambient Intelligence Services in IoT
Environments: Emerging Research and Opportunities is a unique
source that systemizes recent trends and advances for service
development with such key technological enablers of modern ICT as
ambient intelligence, IoT, web of things, and cyber-physical
systems. The considered concepts and models are presented using a
smart spaces approach with a particular focus on the Smart-M3
platform, which is now shaping into an open source technology for
creating ontology-based smart spaces and is shifting towards the
development of web of things applications and socio-cyber-physical
systems. Containing coverage on a broad range of topics such as fog
computing, smart environments, and virtual reality, multitudes of
researchers, students, academicians, and professionals will benefit
from this timely reference.
Learn to design and build Virtual Reality experiences,
applications, and games in Unreal Engine 4 through a series of
practical, hands-on projects that teach you to create controllable
avatars, user interfaces, and more. Key Features Learn about
effective VR design and develop virtual reality games and
applications for every VR platform Build essential features for VR
such as player locomotion and interaction, 3D user interfaces, and
360 media players Learn about multiplayer networking and how to
extend the engine using plugins and asset packs Book
DescriptionUnreal Engine 4 (UE4) is a powerful tool for developing
VR games and applications. With its visual scripting language,
Blueprint, and built-in support for all major VR headsets, it's a
perfect tool for designers, artists, and engineers to realize their
visions in VR. This book will guide you step-by-step through a
series of projects that teach essential concepts and techniques for
VR development in UE4. You will begin by learning how to think
about (and design for) VR and then proceed to set up a development
environment. A series of practical projects follows, taking you
through essential VR concepts. Through these exercises, you'll
learn how to set up UE4 projects that run effectively in VR, how to
build player locomotion schemes, and how to use hand controllers to
interact with the world. You'll then move on to create user
interfaces in 3D space, use the editor's VR mode to build
environments directly in VR, and profile/optimize worlds you've
built. Finally, you'll explore more advanced topics, such as
displaying stereo media in VR, networking in Unreal, and using
plugins to extend the engine. Throughout, this book focuses on
creating a deeper understanding of why the relevant tools and
techniques work as they do, so you can use the techniques and
concepts learned here as a springboard for further learning and
exploration in VR. What you will learn Understand design principles
and concepts for building VR applications Set up your development
environment with Unreal Blueprints and C++ Create a player
character with several locomotion schemes Evaluate and solve
performance problems in VR to maintain high frame rates Display
mono and stereo videos in VR Extend Unreal Engine's capabilities
using various plugins Who this book is forThis book is for anyone
interested in learning to develop Virtual Reality games and
applications using UE4. Developers new to UE4 will benefit from
hands-on projects that guide readers through clearly-explained
steps, while both new and experienced developers will learn crucial
principles and techniques for VR development in UE4.
Transform the ways you communicate, create, collaborate, and
explore using Microsoft HoloLens About This Book * Create immersive
augmented reality apps for Microsoft HoloLens from scratch *
Leverage the powerful HoloLens sensors to interact with real-world
motions and gestures and make your app life-like * Explore the
powerful Unity 5 SDK along with the Windows Unified platform to get
the most out of your HoloLens app Who This Book Is For If you are a
developer who wants to create augmented reality apps for the
Microsoft HoloLens platform, then this is the book for you. Coding
experience with C# is assumed. What You Will Learn * Design an app
for HoloLens that is feasible and attractive to use * Add gestures
and interact with them * Create sounds in the app and place them in
a 3D space * Use voice generation and voice recognition to make
your apps more lifelike * Interact with the physical environment to
place holograms on top of physical objects * Compare HoloLens with
the other products and know how to use its strengths * Use assets
from third parties to enrich our app In Detail HoloLens,
Microsoft's innovative augmented reality headset, overlaps
holograms into a user's vision of their environment. Your ideas are
closer to becoming real when you can create and work with holograms
in relation to the world around you. If you are dreaming beyond
virtual worlds, beyond screens, beyond pixels, and want to take a
big leap in the world of augmented reality, then this is the book
you want. Starting off with brainstorming and the design process,
you will take your first steps in creating your application for
HoloLens. You will learn to add gestures and write an app that
responds to verbal commands before gradually moving on creating
sounds in the app and placing them in a 3D space. You will then
communicate between devices in the boundaries of the UWP model.
Style and approach This book takes a step-by-step, practical,
tutorial-style approach where you will dive deep into HoloLens app
development. You will work with the API and write your own complex
scripts that would interact with the powerful HoloLens sensors and
with realistic examples, you will be able to create immersive 3D
apps for HoloLens.
Get close and comfortable with Unity and build applications that
run on HoloLens, Daydream, and Oculus Rift Key Features Build fun
augmented reality applications using ARKit, ARCore, and Vuforia
Explore virtual reality by developing more than 10 engaging
projects Learn how to integrate AR and VR concepts together in a
single application Book DescriptionUnity is the leading platform to
develop mixed reality experiences because it provides a great
pipeline for working with 3D assets. Using a practical and
project-based approach, this Learning Path educates you about the
specifics of AR and VR development using Unity 2018 and Unity 3D.
You'll learn to integrate, animate, and overlay 3D objects on your
camera feed, before moving on to implement sensor-based AR
applications. You'll explore various concepts by creating an AR
application using Vuforia for both macOS and Windows for Android
and iOS devices. Next, you'll learn how to develop VR applications
that can be experienced with devices, such as Oculus and Vive.
You'll also explore various tools for VR development: gaze-based
versus hand controller input, world space UI canvases, locomotion
and teleportation, timeline animation, and multiplayer networking.
You'll learn the Unity 3D game engine via the interactive Unity
Editor and C# programming. By the end of this Learning Path, you'll
be fully equipped to develop rich, interactive mixed reality
experiences using Unity. This Learning Path includes content from
the following Packt products: Unity Virtual Reality Projects -
Second Edition by Jonathan Linowes Unity 2018 Augmented Reality
Projects by Jesse Glover What you will learn Create 3D scenes to
learn about world space and scale Move around your scenes using
locomotion and teleportation Create filters or overlays that work
with facial recognition software Interact with virtual objects
using eye gaze, hand controllers, and user input events Design and
build a VR storytelling animation with a soundtrack and timelines
Create social VR experiences with Unity networking Who this book is
forIf you are a game developer familiar with 3D computer graphics
and interested in building your own AR and VR games or
applications, then this Learning Path is for you. Any prior
experience in Unity and C# will be an advantage. In all, this
course teaches you the tools and techniques to develop engaging
mixed reality applications.
The last century has seen enormous leaps in the development of
digital technologies, and most aspects of modern life have changed
significantly with their widespread availability and use.
Technology at various scales - supercomputers, corporate networks,
desktop and laptop computers, the internet, tablets, mobile phones,
and processors that are hidden in everyday devices and are so small
you can barely see them with the naked eye - all pervade our world
in a major way. Computers and Society: Modern Perspectives is a
wide-ranging and comprehensive textbook that critically assesses
the global technical achievements in digital technologies and how
are they are applied in media; education and learning; medicine and
health; free speech, democracy, and government; and war and peace.
Ronald M. Baecker reviews critical ethical issues raised by
computers, such as digital inclusion, security, safety,
privacy,automation, and work, and discusses social, political, and
ethical controversies and choices now faced by society. Particular
attention is paid to new and exciting developments in artificial
intelligence and machine learning, and the issues that have arisen
from our complex relationship with AI.
Write efficient, reusable scripts to build custom characters, game
environments, and control enemy AI Key Features Build captivating
multiplayer games using Unreal Engine and C++ Incorporate existing
C++ libraries into your game to add extra functionality such as
hardware integration Practical solutions for memory management,
error handling, inputs, and collision for your game codebase Book
DescriptionUnreal Engine 4 (UE4) is a popular and award-winning
game engine that powers some of the most popular games. A truly
powerful tool for game development, there has never been a better
time to use it for both commercial and independent projects. With
more than 100 recipes, this book shows how to unleash the power of
C++ while developing games with Unreal Engine. This book takes you
on a journey to jumpstart your C++ and UE4 development skills. You
will start off by setting up UE4 for C++ development and learn how
to work with Visual Studio, a popular code editor. You will learn
how to create C++ classes and structs the Unreal way. This will be
followed by exploring memory management, smart pointers, and
debugging your code. You will then learn how to make your own
Actors and Components through code and how to handle input and
collision events. You will also get exposure to many elements of
game development including creating user interfaces, artificial
intelligence, and writing code with networked play in mind. You
will also learn how to add on to the Unreal Editor itself. With a
range of task-oriented recipes, this book provides actionable
information about writing code for games with UE4 using C++. By the
end of the book, you will be empowered to become a top-notch
developer with UE4 using C++ as your scripting language! What you
will learn Create C++ classes and structs that integrate well with
UE4 and the Blueprints editor Discover how to work with various
APIs that Unreal Engine already contains Utilize advanced concepts
such as events, delegates, and interfaces in your UE4 projects
Build user interfaces using Canvas and UMG through C++ Extend the
Unreal Editor by creating custom windows and editors Implement AI
tasks and services using C++, Blackboard, and Behavior Trees Write
C++ code with networking in mind and replicate properties and
functions Who this book is forIf you are really passionate game
developer looking for solutions to common scripting problems, then
this is the book for you. Understanding of the fundamentals of game
design and C++ is expected to get the most from this book.
Unreal Engine 4 for virtual reality game design, development, User
Experience design techniques and Blueprint programming to create
virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and
Windows Mixed Reality headsets. Key Features Build VR games from
scratch with the power of Unreal Engine 4 Learn User Experience
design practices to take your VR game to the next level Understand
the best practices to creating art for games on HTC Vive, Oculus
Rift, and PSVR Book DescriptionWith the ability to put players
directly in the game, virtual reality gives users the chance to
experience digital worlds directly. Nevertheless, many designers
are unsure where to start when working with this amazing
technology. With this book, you will learn user experience design
processes and create immersive gameplay experiences designed for
entertainment and player comfort. Using the power of Unreal Engine
4's Blueprint visual scripting language, you will build player
interaction and locomotion systems from scratch and use these
flexible systems to create a sample game, as well as develop
functional 2D and 3D user interfaces for players to interact with.
And also learn the best practices for creating game art for virtual
reality. Finally, you will learn how to test your application with
your target audience and finalize your game for distribution. By
the end of this book, you will have the knowledge to be able to
make the leap from traditional game development to creating
immersive virtual reality experiences using Unreal Engine 4. What
you will learn Understand how to get started with VR development in
Unreal Engine 4 Design and create interaction and locomotion
systems from scratch Plan and program a sample game for VR
Understand how VR affects user experience and user interfaces
Discuss what is needed to create optimized art for VR Test your
game with users and prepare for distribution Who this book is
forThe audience for this book is intermediate or advanced users of
Unreal Engine 4 but who have not begun working with VR technology.
These users are familiar with the game engine and have an interest
in VR technology. They are just beginning to explore the VR
features that the game engine has to offer.
Online communication has exploded in the past decade with the
development of social networking sites like Facebook, as well as
social media applications. As more people turn to the online world
to connect with others, they must learn how to develop and maintain
personal relationships with very little or no in-person
interaction. Intimacy and Developing Personal Relationships in the
Virtual World sheds light on the various issues that accompany
online interactions. The book examines activities that have gone
from occurring in reality to taking place in the online world such
as cyberbullying, online social networking, and online dating. The
publication also highlights the negative effects of spending a lot
of time online such as mental health issues, internet addiction,
and body image control. This book is a vital resource for
psychiatrists, psychologists, clinicians, social workers, medical
administrators, academicians, educators, and graduate-level
students.
As virtual reality approaches mainstream consumer use, new research
and innovations in the field have impacted how we view and can use
this technology across a wide range of industries. Advancements in
this technology have led to recent breakthroughs in sound,
perception, and visual processing that take virtual reality to new
dimensions. As such, research is needed to support the adoption of
these new methods and applications. Cases on Immersive Virtual
Reality Techniques is an essential reference source that discusses
new applications of virtual reality and how they can be integrated
with immersive techniques and computer resources. Featuring
research on topics such as 3D modeling, cognitive load, and motion
cueing, this book is ideally designed for educators, academicians,
researchers, and students seeking coverage on the applications of
collaborative virtual environments.
The concept of immersive multimedia, which is closely related to
concepts of augmented reality, brings opportunities in art,
education, entertainment, and technology. As such, it is vital to
explore the connections between consumers of media content and
information parts that come from multimedia platforms. Trends,
Experiences, and Perspectives in Immersive Multimedia and Augmented
Reality is a critical scholarly resource that offers solutions to
the problems that appear in both theoretical and practical
dimensions of immersive multimedia experiences on an
interdisciplinary platform. Featuring coverage on a broad range of
topics such as cyber behavior, human-computer interaction, and
transmedia, this book is geared towards digital artists, media
professionals, developers, academicians, researchers, and
upper-level graduate students seeking current research on the
exploration of immersive multimedia through the perspectives of
technology, communications, and art.
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