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

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

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Description

  • Copyright 2016
  • Edition: 1st
  • Premium Item
  • ISBN-10: 0-13-409430-1
  • ISBN-13: 978-0-13-409430-4

A comprehensive exploration of the state-of-the-art enabling technologies and applications of wearable computing systems. The mechanics of sight, hearing and touch are explained along with how their range of performance directly relates to the design and application of wearable displays, 3-D audio and tactile/force feedback devices. Emphasis is placed the latest commercially available displays, sensors and DIY trends driving the broad increase in awareness and interest in the field.

"Augmented Reality" refers to see-through computer displays that overlay graphics and information onto your real-world view. Some of these displays look like regular glasses. "Virtual Reality" refers to new computer displays that cover the user's eyes and provide the visual sensation of actual presence inside of a computer-generated, 3-D world. The user is able to look left, right, up, down and to move

through the computer-generated world in a manner similar the real world.

These new technologies are extremely important and growing in popularity as they make computer games far more realistic, solve visualization problems in fields ranging from aerospace to medicine, and as well as increase data understanding in science and engineering applications.

This book is in-depth guide to understanding the technologies and applications of augmented and virtual reality systems and wearable computing devices. The mechanics of sight, hearing and touch are explained, as well as how their mechanisms and range of performance directly dictates the design and use of these revolutionary man-machine interfaces.

Numerous case studies of real-world applications are provided from such fields as gaming and

entertainment, engineering and design, aerospace and defense, medicine, and architecture.

This book covers:

  • The mechanics of our senses of sight, hearing and touch.
  • Head-mounted diplays, 3-D audio solutions and tactile/force feedback devices.
  • Human factors considerations, legal implications of the new technologies as well as a look at potential
  • societal impact.

Sample Content

Table of Contents

Preface

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 Entertainment

Chapter 14: Architecture and Construction

Chapter 15: Science and Engineering

Chapter 16: Health and Medicine

Chapter 17: Aerospace and Defense

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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