|
|
|
|
LEADER |
00000cam a2200000 u 4500 |
001 |
on1007069494 |
003 |
OCoLC |
005 |
20241006213017.0 |
006 |
m o d |
007 |
cr |n|---||||| |
008 |
171028s2017 enk o 000 0 eng d |
040 |
|
|
|a EBLCP
|b eng
|e pn
|c EBLCP
|d CHVBK
|d OCLCO
|d IDB
|d COO
|d OCLCQ
|d OCLCF
|d N$T
|d YDX
|d NLE
|d MERUC
|d TEFOD
|d OCL
|d OCLCQ
|d LVT
|d UKAHL
|d CNCEN
|d UKMGB
|d OCLCQ
|d OCLCO
|d OCLCQ
|d OCLCO
|d OCLCL
|d OCLCQ
|
015 |
|
|
|a GBB7K0816
|2 bnb
|
016 |
7 |
|
|a 018568480
|2 Uk
|
019 |
|
|
|a 1006491936
|a 1035856538
|
020 |
|
|
|a 9781787288041
|q (electronic bk.)
|
020 |
|
|
|a 1787288048
|q (electronic bk.)
|
035 |
|
|
|a (OCoLC)1007069494
|z (OCoLC)1006491936
|z (OCoLC)1035856538
|
037 |
|
|
|a C57AA481-3A0F-4230-A64A-F8BF84ED90E3
|b OverDrive, Inc.
|n http://www.overdrive.com
|
050 |
|
4 |
|a QA76.9.A94
|b .L566 2017
|
072 |
|
7 |
|a COM
|x 000000
|2 bisacsh
|
049 |
|
|
|a HCDD
|
100 |
1 |
|
|a Linowes, Jonathan.
|
245 |
1 |
0 |
|a Augmented Reality for Developers.
|
260 |
|
|
|a Birmingham :
|b Packt Publishing,
|c 2017.
|
300 |
|
|
|a 1 online resource (539 pages)
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
588 |
0 |
|
|a Print version record.
|
505 |
0 |
|
|a Cover -- Title Page -- Copyright -- Credits -- About the Authors -- About the Reviewer -- www.PacktPub.com -- Customer Feedback -- Table of Contents -- Preface -- Chapter 1: Augment Your World -- What is augmented reality? -- Augmented reality versus virtual reality -- How AR works -- Handheld mobile AR -- Optical eyewear AR -- Target-based AR -- 3D spatial mapping -- Developing AR with spatial mapping -- Input for wearable AR -- Other AR display techniques -- Types of AR targets -- Marker -- Coded Markers -- Images -- Multi-targets
|
505 |
8 |
|
|a Text recognitionSimple shapes -- Object recognition -- Spatial maps -- Geolocation -- Technical issues in relation to augmented reality -- Field of view -- Visual perception -- Focus -- Resolution and refresh rate -- Ergonomics -- Applications of augmented reality -- Business marketing -- Education -- Industrial training -- Retail -- Gaming -- Others -- The focus of this book -- Summary -- Chapter 2: Setting Up Your System -- Installing Unity -- Requirements -- Download and install -- Introduction to Unity -- Exploring the Unity Editor
|
505 |
8 |
|
|a Objects and hierarchyScene editing -- Adding a cube -- Adding a plane -- Adding a material -- Saving the scene -- Changing the Scene view -- Game development -- Material textures, lighting, and shaders -- Animation -- Physics -- Additional features -- Using Cameras in AR -- Getting and using Vuforia -- Installing Vuforia -- Downloading the Vuforia Unity package -- Importing the Vuforia Assets package -- VuforiaConfiguration setup -- License key -- Webcam -- Building a quick demo with Vuforia -- Adding AR Camera prefab to the Scene
|
505 |
8 |
|
|a Adding a target imageAdding a cube -- Getting and using ARToolkit -- Installing ARToolkit -- Importing the ARToolkit Assets package -- ARToolkit Scene setup -- Adding the AR Controller -- Adding the AR Root origin -- Adding an AR camera -- Saving the Scene -- Building a quick demo with ARToolkit -- Identifying the AR Marker -- Adding an AR Tracked Object -- Adding a cube -- Summary -- Chapter 3: Building Your App -- Identifying your platform and toolkits -- Building and running from Unity -- Targeting Android -- Installing Java Development Kit (JDK)
|
505 |
8 |
|
|a About your JDK locationInstalling an Android SDK -- Installing via Android Studio -- Installing via command-line tools -- About your Android SDK root path location -- Installing USB device, debugging and connection -- Configuring Unity's external tools -- Configuring a Unity platform and player for Android -- Building and running -- Troubleshooting -- Android SDK path error -- Plugins colliding error -- Using Google ARCore for Unity -- Targeting iOS -- Having an Apple ID -- Installing Xcode -- Configuring the Unity player settings for iOS
|
500 |
|
|
|a ""ARToolkit player settings""
|
520 |
|
|
|a 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 ke ...
|
650 |
|
0 |
|a Augmented reality.
|
650 |
|
7 |
|a augmented reality.
|2 aat
|
650 |
|
7 |
|a COMPUTERS
|x General.
|2 bisacsh
|
650 |
|
7 |
|a Augmented reality
|2 fast
|
655 |
|
7 |
|a Software
|2 fast
|
700 |
1 |
|
|a Babilinski, Krystian.
|
758 |
|
|
|i has work:
|a Augmented reality for developers (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFqhHMDY9j9bV7BwYXmMvb
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Linowes, Jonathan.
|t Augmented Reality for Developers.
|d Birmingham : Packt Publishing, ©2017
|
856 |
4 |
0 |
|u https://ebookcentral.proquest.com/lib/holycrosscollege-ebooks/detail.action?docID=5100510
|y Click for online access
|
903 |
|
|
|a EBC-AC
|
994 |
|
|
|a 92
|b HCD
|