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Practical Augmented Reality: A Guide to the Technologies, Applications

Practical Augmented Reality: A Guide to the Technologies, Applications PDF

Author: Steve Aukstakalnis

Publisher: Addison-Wesley Professiona


Publish Date: September 18, 2016

ISBN-10: 0134094239

Pages: 448

File Type: PDF

Language: English

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Book Preface

Despite the public fascination with augmented reality (AR) and virtual reality (VR), few within the broader audience understand how these systems actually function. AR and VR are seen as cool technologies for better gaming and entertainment experiences, but beyond that point, the general understanding of the topic is vague. Since the initial wave of interest in the early 1990s, a new generation of tech-savvy youth, college aged individuals, and professionals has emerged with the same interest and fascination as two decades prior, but with relatively few up-to-date resources clearly explaining the enabling technologies, how they are intended to harness the strengths of the human perceptual system, or which show the variety of existing, problem-solving applications outside of gaming. This book attempts to fill that void.

Readers should recognize that, although the latest generation of products at the heart of this field come from highly talented individuals, the true pioneers of augmented and virtual reality can be found in the scientific literature, tech briefs, conference proceedings, and patents filings of the 1980s and 1990s. Those like Tom Furness, Mark Bolas, Stephen R. Ellis, Scott Fisher, Warren Robinett, Nathaniel Durlach, Ian McDowall, Fred Brooks, Henry Fuchs, Elizabeth Wenzel, Scott Foster, Jaron Lanier, and Tom DeFanti quietly worked in their labs solving the big problems, developing innovative hardware and software solutions, exploring the relevant human perception and performance issues, and in general, laying the groundwork for the current reemergence of this field. It is upon their shoulders that I stand.

Who Should Read This Book

This book is intended as a supplementary text for undergraduate and graduate courses in computer science, engineering, architecture, and other fields that make use of standard computer visualization techniques as well as AR and VR systems. If you are in business, engineering, or science, this book will detail a host of applications where these technologies are having a strong impact on design quality, cost control, more efficient collaboration and manufacturing workflows, and increased data understanding. If you are a gamer or general AR/VR enthusiast, this book is ideal for providing a solid grounding in perceptual mechanics and the underlying enabling technologies of head-mounted displays, spatial sound solutions, sensors, and a range of tactile and force feedback devices.

Although there are no specific prerequisites, the author presumes an understanding of basic computing principles and human biology.

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