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Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR

Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR

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  • Copyright 2017
  • Dimensions: 7" x 9"
  • Pages: 448
  • Edition: 1st
  • eBook (Watermarked)
  • ISBN-10: 0-13-409434-4
  • ISBN-13: 978-0-13-409434-2

The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. 
Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. 
Steve presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. 
Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.

Sample Content

Table of Contents


Part 1         Introduction to Augmented and Virtual Reality

Chapter 1   Computer Generated Worlds

Chapter 2   Understanding Space

Part 2         Understanding the Human Senses and Their Relationship to Output / Input Devices

Chapter 3   The Mechanics of Sight

Chapter 4   Component Technologies of Head-Mounted Displays

Chapter 5   Google Glass and Related Augmenting Displays

Chapter 6   Fully Immersive Displays

Chapter 7   The Mechanics of Hearing

Chapter 8   Audio Displays

Chapter 9   The Mechanics of Feeling

Chapter 10 Tactile and Force Feedback Devices

Chapter 11  Sensors for Tracking Position, Orientation and Motion

Chapter 12  Devices to Enable Interaction with Data

Part 3   Applications of Augmented and Virtual Reality

Chapter 13  Gaming and

Chapter 14  Architecture and

Chapter 15  Science and Engineering

Chapter 16  Health and Medicine

Chapter 17  Aerospace and

Chapter 18  Education

Chapter 19  Information Control

Chapter 20  Telerobotics and Teleprescence

Part 4   Human Factors, Legal and Social Considerations

Chapter 21  Human Factors Considerations

Chapter 22  Legal and Social

Chapter 23  The Future

Appendix A     Bibliography

Appendix B    Resources


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