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Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing
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Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing 1st Edition provides hands-on practice to help you hone your skills.
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What Stands Out
Product Details
- 1st Edition book on creating augmented and virtual realities
- Provides theoretical and practical insights for next-generation spatial computing
- Authoritative guide for understanding spatial computing concepts
- Covers both augmented reality and virtual reality technologies
- Suitable for individuals and professionals interested in spatial computing
- Offers in-depth exploration of theory and practical applications
| Publisher | O'Reilly Media |
| Publication date | May 14, 2019 |
| Edition | 1st |
| Language | English |
| Print length | 370 pages |
| ISBN-10 | 1492044199 |
| ISBN-13 | 978-1492044192 |
| Item Weight | 1.82 pounds (830 grams) |
| Dimensions | 7 x 1 x 9 inches (17.8 x 2.5 x 22.9 cm) |
Who Should Buy?
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Students
Ideal for students studying computer science, game design, or immersive technologies to grasp theory and practical applications.
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Developers
Beneficial for developers looking to enhance their skills in creating augmented and virtual reality experiences effectively.
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Educators
Educators seeking to incorporate spatial computing concepts into their curriculum will find valuable resources and insights.
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Casual Users
Not suitable for casual users without technical background who seek simple explanations rather than in-depth theory.
Product Description
Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing
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Human-Computer Interaction Editorial Review
This book is a middle-tier read for those familiar with the field of AR/VR but lacking in value for those already immersed in the latest news. It covers various concepts and challenges in the field but lacks a uniform structure among the chapters. Each chapter feels like a separate article rather than a cohesive book. The book also lacks low-level details in developing AR/VR and focuses more on high-level articles. Overall, it is not recommended unless you are specifically looking for a collection of high-level articles.
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Pros
- Useful for those familiar with the field but lacking in-depth knowledge
Cons
- Lacks a uniform structure among chapters
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Features & Benefits
- Book examines the AR and VR development pipeline and ARKit, ARCore, and spatial mapping-based systems.
- The authors provide step-by-step tutorials that teach practical applications and experiences grounded in theory.
- Learn about content creation tools for digital art.
- The book also teaches approaches to cross-platform development on head-mounted displays.
- Use cases include data and machine learning visualization, training, sports, health, and other enterprise applications.
- Industry specialists explain the technology behind spatial computing.
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