Understanding Augmented Reality Concepts and Applications
Auteur : Craig Alan B.
Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless.
Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium.
Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today?s technology. At the same time, ample examples are provided that show what is possible with current technology.
- Chapter 1 What is Augmented Reality?
- Chapter 2 Augmented Reality Concepts
- Chapter 3 Content is Key! Augmented Reality Content
- Chapter 4 Augmented Reality Hardware
- Chapter 5 Augmented Reality Software
- Chapter 6 Interaction in Augmented Reality
- Chapter 7 Mobile Augmented Reality
- Chapter 8 Augmented Reality Applications
- Chapter 9 The future of Augmented Reality
Primary: College students and faculty in the fields of Engineering, Computer Science, Digital Media. Developers, Human-Computer Interaction Professor, Graphic Designers, Research Director, Technology Director, New Media Director, Digital Artist, Game Developers, Mobile App Developers, Programmers.
Secondary: Advertising, Marketing, Entertainment fields.
Level: Beginner
Dr. Craig has been called upon to speak as an expert in VR and AR at countless worldwide events and continues to speak at various venues. He has taught classes related to VR and AR online as well as onsite at universities, companies, and high school campuses. Dr. Craig has worked with government and industry entities regarding VR and AR applications. He has been interviewed by numerous publications, television, and news outlets.
In addition to Understanding Virtual Reality (with William R. Sherman) he also authored Developing Virtual Reality Applications (with William R. Sherman and Jeffrey D. Will) and Understanding Augmented Reality. Additionally, he has written multiple book chapters and articles. He has developed many virtual reality and augmented reality applications in content areas ranging from archaeology to zoology. He also teaches and advises on related topics. His primary focus has been on the use of virtual reality and augmented reality in educational applications and his work centers on the continuum between the physical and the digital.
He holds three patents.
- Explore the different techniques, technologies and approaches used in developing AR applications
- Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences
- Some AR examples can be experienced from within the book using downloadable software
Date de parution : 06-2013
Ouvrage de 296 p.
19x23.3 cm
Thèmes d’Understanding Augmented Reality :
Mots-clés :
Application; Application areas; Augmented reality; Augmented reality applications; Augmented reality definition; Augmented reality evaluation; Augmented reality technology; Better; Click; Collaborative augmented reality; Communication; Computer; Computer vision; Contact lens display; Content; Depth cues; Development environments; Display; Environmental constraints; Faster; Fiducial; Future; Game engine; Glasses display; Global positioning system; Head-mounted display; History of augmented reality; Image processing; Improvement; Information; Interaction; Less encumbering; Less expensive; Magic book; Magic lens; Magic mirror; Manipulation; Media; Medium; Mobile architectures; Mobile augmented reality; Monoscopic; Navigation; Nonreferential; Objective view; Optical see-through; Perception; Pervasive computing; Portable augmented reality; Prediction; Press; Processor; Proprioception; Raster; Registration; Research; Resolution; Scanning; Semiotics; Sensor; Sensory; Software; Stereoscopic; Storytelling; Subjective view; System; Technological constraints; Three-dimensional scanner; Tracking; Tracking software; Travel; Trends; Ubiquitous; Ubiquitous computing; Vector; Video see-through