Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing

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Original price was: $42.78.Current price is: $21.39.

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Product Specs:

  • File Type: PDF
  • File Size: 67.6 MB
  • Book Language: English
  • Total Page Count: 372
  • Instant Download
SKU: DIGI-008432

Building for augmented and virtual reality means working across disciplines: the experience has to make sense to people, feel right in three-dimensional space, and function across demanding hardware and software. Creating Augmented and Virtual Realities brings those concerns together, connecting design and digital art with the engineering behind spatial-computing applications.

Erin Pangilinan, Steve Lukas, and Vasanth Mohan take readers from interaction and sensory design through tracking, cross-platform development, data visualization, and real-world applications. The result is a broad, technically grounded look at how AR and VR experiences are conceived and built.

Design for people in digital realities

The opening sections consider how people interact with computers and what it means to design for the senses rather than for devices alone. The book then turns to creating 3D art in VR and optimizing that work, including topics such as topology, baking, and draw calls. Together, these chapters put human experience and practical production decisions in the same frame.

Understand the systems behind AR and VR

For readers interested in the underlying technology, coverage includes computer vision, calibration, mapping, tracking, and relocalization. The authors also examine challenges in multiplayer AR and the role of platforms such as ARKit and ARCore. Later chapters address cross-platform theory, game engines, VRTK, locomotion, audio, and common interaction approaches.

Bring data and intelligence into spatial computing

The book explores how data and machine-learning visualizations can be designed for spatial environments, with attention to interactivity, 2D and 3D representations, and development workflows. It also introduces character AI and behaviors, then considers applications of VR and AR in areas including health, sports, and enterprise training.

Who may find it useful

This intermediate-to-advanced book is suited to developers, artists, and designers who want a wider view of spatial computing than a single tool or platform can provide. Its mix of design principles, implementation topics, examples, and hands-on material helps readers connect creative choices with the technical realities of building AR and VR experiences.

Additional Book Details

Book specifications and digital file information

File Size
67.6 MB
File Type
PDF
Language
English
Page Count
372
Publisher
O’Reilly Media, Inc.
ISBN
ISBN_10: 1492044199 | ISBN_13: 9781492044192 | eBook_ISBN_13: 9781492044147
Edition
First Edition
Authors
Erin Pangilinan | Rebecca Demarest (Illustrator) | Mike Loukides (Acquisitions Editor) | Steve Lukas | Vasanth Mohan | Octal Publishing, LLC (Copy Editor) | Angela Rufino (Development Editor) | Christopher Faucher (Production Editor) | Jasmine Kwityn (Proofreader)
Copyright
© 2019 Erin Pangilinan, Steve Lukas, and Vasanth Mohan
File Information
Creating Augmented and Virtual Realities Theory.pdf
Additional Information
publication_location: Sebastopol, California | Publisher_Address: 1005 Gravenstein Highway North, Sebastopol, CA 95472 | Cover_Designer: Karen Montgomery | First_Release: March 15, 2019 | Indexer: Ellen Troutman-Zaig | Interior_Designer: David Futato

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Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing
Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing

Original price was: $42.78.Current price is: $21.39.

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