|
|
Books > Computing & IT > Applications of computing > Virtual reality
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.
Fantasy sports have the opportunity to provide a sporting community
in which gendered physical presence plays no role-a space where men
and women can compete and interact on a level playing field. Whose
Game? shows, however, that while many turn to this space to
socialize with friends or participate in a uniquely active and
competitive fandom, men who play also depend on fantasy sports to
perform a boyhood vision of masculinity otherwise inaccessible to
them. Authors Rebecca Kissane and Sarah Winslow draw on a rich
array of survey, interview, and observational data to examine how
gender, race, and class frame the experiences of everyday fantasy
sports players. This pioneering book examines gendered structures
and processes, such as jock statsculinity-a nerdish form of
masculine one-upmanship-and how women are often rendered as
outsiders. Ultimately, Whose Game? demonstrates that fantasy sports
are more than just an inconsequential leisure activity. This online
world bleeds into participants' social lives in gendered
ways-forging and strengthening relationships but also taking
participants' time and attention to generate negative emotions,
stress, discord, and unproductivity.
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.
A comprehensive overview of developments in augmented reality,
virtual reality, and mixed reality-and how they could affect every
part of our lives. After years of hype, extended reality-augmented
reality (AR), virtual reality (VR), and mixed reality (MR)-has
entered the mainstream. Commercially available, relatively
inexpensive VR headsets transport wearers to other
realities-fantasy worlds, faraway countries, sporting events-in
ways that even the most ultra-high-definition screen cannot. AR
glasses receive data in visual and auditory forms that are more
useful than any laptop or smartphone can deliver. Immersive MR
environments blend physical and virtual reality to create a new
reality. In this volume in the MIT Press Essential Knowledge
series, technology writer Samuel Greengard offers an accessible
overview of developments in extended reality, explaining the
technology, considering the social and psychological ramifications,
and discussing possible future directions. Greengard describes the
history and technological development of augmented and virtual
realities, including the latest research in the field, and surveys
the various shapes and forms of VR, AR, and MR, including
head-mounted displays, mobile systems, and goggles. He examines the
way these technologies are shaping and reshaping some professions
and industries, and explores how extended reality affects
psychology, morality, law, and social constructs. It's not a
question of whether extended reality will become a standard part of
our world, he argues, but how, when, and where these technologies
will take hold. Will extended reality help create a better world?
Will it benefit society as a whole? Or will it merely provide
financial windfalls for a select few? Greengard's account equips us
to ask the right questions about a transformative technology.
Build exciting AR applications on mobile and wearable devices with
Unity 3D, Vuforia, ARToolKit, Microsoft Mixed Reality HoloLens,
Apple ARKit, and Google ARCore About This Book * Create unique AR
applications from scratch, from beginning to end, with step-by-step
tutorials * Use Unity 3D to efficiently create AR apps for Android,
iOS, and Windows platforms * Use Vuforia, ARTookKit, Windows Mixed
Reality, and Apple ARKit to build AR projects for a variety of
markets * Learn best practices in AR user experience, software
design patterns, and 3D graphics Who This Book Is For The ideal
target audience for this book is developers who have some
experience in mobile development, either Android or iOS. Some broad
web development experience would also be beneficial. What You Will
Learn * Build Augmented Reality applications through a
step-by-step, tutorial-style project approach * Use the Unity 3D
game engine with the Vuforia AR platform, open source ARToolKit,
Microsoft's Mixed Reality Toolkit, Apple ARKit, and Google ARCore,
via the C# programming language * Implement practical demo
applications of AR including education, games, business marketing,
and industrial training * Employ a variety of AR recognition modes,
including target images, markers, objects, and spatial mapping *
Target a variety of AR devices including phones, tablets, and
wearable smartglasses, for Android, iOS, and Windows HoloLens *
Develop expertise with Unity 3D graphics, UIs, physics, and event
systems * Explore and utilize AR best practices and software design
patterns In Detail Augmented Reality brings with it a set of
challenges that are unseen and unheard of for traditional web and
mobile developers. This book is your gateway to Augmented Reality
development-not a theoretical showpiece for your bookshelf, but a
handbook you will keep by your desk while coding and architecting
your first AR app and for years to come. The book opens with an
introduction to Augmented Reality, including markets, technologies,
and development tools. You will begin by setting up your
development machine for Android, iOS, and Windows development,
learning the basics of using Unity and the Vuforia AR platform as
well as the open source ARToolKit and Microsoft Mixed Reality
Toolkit. You will also receive an introduction to Apple's ARKit and
Google's ARCore! You will then focus on building AR applications,
exploring a variety of recognition targeting methods. You will go
through multiple complete projects illustrating key market sectors
including business marketing, education, industrial training, and
gaming. By the end of the book, you will have gained the necessary
knowledge to make quality content appropriate for a range of AR
devices, platforms, and intended uses. Style and approach This book
adopts a practical, step-by-step, tutorial-style approach. The
design principles and methodology will be explained by creating
different modules of the AR app.
Learn how to use Unity 2018 by creating your very own 3D game while
developing your essential skills Key Features Learn to create
immersive 3D games and Virtual Reality experiences with Unity 2018
Build custom scripts to make your game characters interactive
Explore and implement AritificiaI Intelligence techniques to bring
your game to life Book Description The Unity game engine has
revolutionized the gaming industry with its complete set of
intuitive tools and rapid workflows, which can be used to create
interactive 3D content. With Unity, you can scaffold your way from
the basics and make make stunning interactive games. This book will
guide you through the entire process of creating a 3D game, from
downloading the Unity game engine to publishing your game. It not
only gives you a strong foundation, but puts you on the path to
game development. Beginning with an overview of the Unity engine
and its interface, you will walk through the process of creating a
game environment and learn how to use built-in assets, as well as
assets created with third-party 3D modeling tools such as Blender.
Moving on, you will create custom scripts to control non-player
character behaviors and gameplay. You will master exciting concepts
such as Heads-Up-Displays, mini-maps, game navigation, sound
effects, and lighting effects. Next, you'll learn how to create
your first VR experience, right from setting up the project to
image effects. You'll be familiarized with all the tools that Unity
has to offer to create your own immersive VR experiences. Each
section is a stepping stone toward the completion of the final
game. By the end of the book, you'll have learned advanced topics
such as cross-platform considerations which enable your games to
run on multiple platforms. What you will learn Set up your Unity
development environment and navigate its tools Import and use
custom assets and asset packages to add characters to your game
Build a 3D game world with a custom terrain, water, sky, mountains,
and trees Animate game characters, using animation controllers, and
scripting Apply audio and particle effects to the game Create
intuitive game menus and interface elements Customize your game
with sound effects, shadows, lighting effects, and rendering
options Debug code and provide smooth error handling Who this book
is forIf you are an aspiring game developer interested in learning
Unity 2018 and becoming familiar with its core features, then this
book is for you. No prior knowledge of Unity is required.
Get to grips with HoloLens development as you create mixed reality
apps from scratch About This Book * Create awesome Augmented
Reality (AR) apps for the Microsoft HoloLens platform * Unleash the
power of Unity SDK for HoloLens to create next generation AR apps *
Explore the exciting world of gesture control, visual mapping,
voice command for apps, and many more cutting edge possibilities
with HoloLens Who This Book Is For This book is for developers who
have some experience with programming in any of the major languages
such as C#, C++, and so on. You do need any knowledge of Augmented
Reality development. What You Will Learn * Extend the computing
experience beyond the flat glass screen by placing and embedding
virtual objects holograms) into the physical world * Interact with
the holograms using gaze, gestures, and voice * Enhance the
experience with spatial sound * Allow multiple users to naturally
collaborate with each other * Integrate voice commands into your
own HoloLens projects * Experiment with techniques to better
understand the real world * Implement a user interface in Mixed
Reality * Blend the virtual and physical world by making the
holograms interact and react to the physical environment In Detail
Are you a developer who is fascinated with Microsoft HoloLens and
its capabilities? Do you want to learn the intricacies of working
with the HoloLens SDK and create your own apps? If so, this is the
book for you. This book introduces and demystifies the HoloLens
platform and introduces new ways you can interact with computers
(Mixed Reality). It will teach you the important concepts, get you
excited about the possibilities, and give you the tools to continue
exploring and experimenting. You will go through the journey of
creating four independent examples throughout the book, two using
DirectX and two using Unity. You will learn to implement spatial
mapping and gesture control, incorporate spatial sound, and work
with different types of input and gaze. You will also learn to use
the Unity 5 SDK for HoloLens and create apps with it. Collectively,
the apps explore the major concepts of HoloLens, but each app is
independent, giving you the flexibility to choose where to start
(and end). Style and approach This book takes an example-based
approach where you'll build AR apps with increasing difficulty. You
will learn more about HoloLens platform as well as AR app
development in general.
Explore the world of Virtual Reality by building immersive and fun
VR projects using Unity 3D About This Book * Learn the basic
principles of virtual reality applications and get to know how they
differ from games and desktop apps * Build various types of VR
experiences, including diorama, first-person characters, riding on
rails, 360 degree projections, and social VR * A project-based
guide that teaches you to use Unity to develop VR applications,
which can be experienced with devices such as the Oculus Rift or
Google Cardboard Who This Book Is For If 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. What You Will Learn * Create 3D scenes with
Unity and Blender while learning about world space and scale *
Build and run VR applications for consumer headsets including
Oculus Rift and Google Cardboard * Build interactive environments
with physics, gravity, animations, and lighting using the Unity
engine * Experiment with various user interface (UI) techniques
that you can use in your VR applications * Implement the
first-person and third-person experiences that use only head motion
gestures for input * Create animated walkthroughs, use 360-degree
media, and build multi-user social VR experiences * Learn about the
technology and psychology of VR including rendering, performance
and VR motion sickness * Gain introductory and advanced experience
in Unity programming with the C# language In Detail What is
consumer "virtual reality"? Wearing a head-mounted display you view
stereoscopic 3D scenes. You can look around by moving your head,
and walk around using hand controls or motion sensors. You are
engaged in a fully immersive experience. On the other hand, Unity
is a powerful game development engine that provides a rich set of
features such as visual lighting, materials, physics, audio,
special effects, and animation for creating 2D and 3D games. Unity
5 has become the leading platform for building virtual reality
games, applications and experiences for this new generation of
consumer VR devices. Using a practical and project-based approach,
this book will educate you about the specifics of virtual reality
development in Unity. You will learn how to use Unity to develop VR
applications which can be experienced with devices such as the
Oculus Rift or Google Cardboard. We will then learn how to engage
with virtual worlds from a third person and first person character
point of view. Furthermore, you will explore the technical
considerations especially important and possibly unique to VR. The
projects in the book will demonstrate how to build a variety of VR
experiences. You will be diving into the Unity 3D game engine via
the interactive Unity Editor as well as C-Sharp programming. By the
end of the book, you will be equipped to develop rich, interactive
virtual reality experiences using Unity. So, let's get to it! Style
and approach This book takes a practical, project-based approach to
teach specifics of virtual reality development in Unity. Using a
reader-friendly approach, this book will not only provide detailed
step-by-step instructions but also discuss the broader context and
applications covered within.
Unveil the world of mixed reality with HoloLens About This Book *
Bring holographic insights to existing line-of-business
applications, tools, and workflows * Focus on developing end-to-end
realistic holographic application. * Build interactive model
scripts and test them in Unity3D and holographic emulators Who This
Book Is For This book is targeted at developers and designers
working on mixed-reality developments for complex integrated
scenarios using HoloLens. What You Will Learn * Interact with
holograms using different interaction models * Develop your first
holographic app * Integrate holographic applications with cloud
systems * Visualize data feeds coming from the cloud through
holograms * Manage the application distribution of
enterprise-enabled HoloLens * Integrate HoloLens applications with
services deployed on Azure * Identify and create 3D Assets and
Scenes * Use HoloLens to explore the Internet of Things In Detail
Do you want to create stunning applications with HoloLens? Are you
a developer who is fascinated with Microsoft HoloLens and its
capabilities? If so, this is the book for you. This book introduces
and demystifies the HoloLens platform and shows you different ways
of interaction with computers (mixed-reality). You will start your
mixed-reality journey by understanding different types of digital
reality. You will learn to build your first holographic app. Also,
you will understand holographic application integration
possibilities within Line of Business Applications using Azure.
Moving ahead, you will create Integrated Solutions using IoT with
HoloLens. Gradually you'll learn how to create and deploy apps on a
device. You will learn to publish application to the store; if you
are an enterprise developer, you will also manage and distribute
applications for enterprise-enabled or domain-joined HoloLens.
Finally, you will develop an end-to-end realistic holographic app,
ranging from scenario identification to sketching, development,
deployment, and, finally, production. Style and approach The book
is a project-based guide to help you to create some really
astonishing mixed-reality applications. It will provide end-to-end
solutions and enable you to build stunning applications for
HoloLens.
|
|