Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing 1st Edition

(10 customer reviews)


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Editorial Reviews

About the Author

Erin Pangilinan is lead co-editor of Creating Augmented and Virtual Realities. She works as a computational designer and software engineer hybrid and startup consultant. She was selected as a 2017 Diversity Fellow at the University of San Francisco’s Data Institute Deep Learning Program.

Steve Lukas has been exploring the landscape of spatial computing in various roles from software design to venture capital & development relations with companies such as Qualcomm Ventures and Magic Leap. As a co-founder of Across Realities, he focused on advancing the XR industry by enabling shared digital realities spanning all platforms.

Vasanth Mohan, Founder, FusedVR, VR Developer Nanodegree Course Developer

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Additional information

Dimensions7 × 1 × 9 cm
Publisher ‏

‎ O'Reilly Media; 1st edition (May 14, 2019)

Language ‏

‎ English

Paperback ‏

‎ 370 pages

ISBN-10 ‏

‎ 1492044199

ISBN-13 ‏

‎ 978-1492044192

Item Weight ‏

‎ 1.7 pounds

Dimensions ‏

‎ 7 x 1 x 9 inches

10 reviews for Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing 1st Edition

  1. Marcin Klimek

    Augmented Reality is not a new paradigm. Due to the huge technology innovation in recent years including both software and hardware it’s getting its renesanse though. It’s clear we are finally able to take practical advantage of Augmented Reality in many segments of the our lives.”Creating Augmented and Virtual Realities” is a comprehensive introduction into the world of extending our senses with technology. It has very clear structure. Divided into 3 parts covers various topics around both art/design and practical applications with solid technical foundation. History of Human-Computer-Interface helps to understand routs many solutions and patters the we have access to nowadays. It’s also showing the direction of making augmented reality our next generation interface, that will be mych more accessible and natural for human.As an engineer I really enjoyed chapters III and IV that are much more technical. Authors explain concepts like SLAM or AR Cloud and provide clear guidance for developer where to start the journey and what platforms (ARKit, ARCore, Vuforia etc.) and technologies we should get familiar with. Chapter V is covering Data Visualization and importance of elements like Artificatial Intelligence and Machine Learning in building AR experiences. Tons of examples make a great job – it would be hard to understand some concepts without them. Code samples in technical parts are very helpful too.Overall books is very comprehensive and complete source of knowledge abut Augmented Reality and Spatial Computing. It is not regular technical book but goes far beyond helping us understand social and psychological challenges standing ahed of us. Number of sample applications presented in the book in various areas like medical, administration or training are giving us a chance to understand how concepts/techs we are reading about help solve real life problems. I really appreciate authors underline importance of diversity in the field even showing some practical advantages.

  2. Igor

    Know what you’re getting

  3. Shirley

    As someone who’s immersed in the latest news about the field, this book didn’t really provide much value. However, I do think that it’s a great middle-tier read for people who are familiar with the field, but don’t know much. It also has a few typos.

  4. Heather Allen

    I’m a geek girl at heart who has always dreamed of a reality portrayed in our favorite science fiction novels of the past. As I have only recently in the last few years been able to dig deep into AR / VR & Mixed Reality space and follow along with it, I will say that I really loved reading this book. It covers a large amount of ground that took me forever to dig out and research on my own. I think that the book is a wonderful beginning and intermediate overview of the varied products, history, technologies and items that have helped create this growing space in this growing corner of the tech industry landscape.The fun thing is, that no one really knows what will happen just yet as what we are using is still working itself out and evolving from year to year. It’s been an eye opening read for me to see what I have already missed out on, as I thought I was watching grow from afar. I instead wished that we had something like this years ago as there is just so many different areas to focus on now.This giant space that covers so many different technologies that are not related to each other until you add in the mixed reality name. For me, How do you prepare for this evolving area that builds on top of multiple different unrelated areas in tech? In the past, I was tossing back and forth if I wanted to jump in and focus completely on this space. If I could have read this book back then, then I would have gone all in instead of waiting for now.

  5. J.Loh

    The publishers and writers of this book have offered the perfect guide to the new “emerging media space”. As mentioned, it is divided into chapters targeting digital artists, developers and industry professionals who are investigating how these new paradigms will affect their work. From a UX perspective, this book is comprehensive especially in its description of experience-style modalities ex. sound, sight, spatial awareness and how to apply particular use cases. It also goes over hardware, software requirements and suggestions to help direct one’s mindset from current perspectives to what will eventually become a broader and more complicated spatial world. Kudos for adding in diagrams, images and FAQ sections. While I understand that this book may not reach highly advanced designers, as an educator who appreciates brevity and clarity, I very much appreciate the work and research put into it. As it travelled with me over the last few months during my camping trips, I can say with some confidence that CREATING AUGMENTED & VIRTUAL REALTIES is my ‘go to’ resource if I have to learn, experiment with or explain new concepts.

  6. A. Hamilton

    I have long been interested in learning about Augmented and Virtual Reality. This anthology is not a “how to code a specific VR game”; This book has contributions from a wide range of authors, covers breadth within the spatial computing world. Several chapters include a history lesson of the specific technology to help provide context for the reader. I found it interesting that several authors also mentioned the changing technology for spatial computing meant that their references may be “outdated” in a couple of years as the technology changed by leaps and bounds. My favorite section of the book was Part 4 : Creating cross-platform augmented reality and virtual reality written by Steve Lukas, which gave a clear practical reasoning why learning & developing cross-platform now will help future proof work as technology evolves. I also appreciated the different use cases presented in the book that show the range beyond just VR games. I will continue to dip into the book as I continue to learn about the space.

  7. Amazon Customer

    As a newbie in the XR development scene, this book was a great resource in understanding the context and community around the industry, as well as the industry’s current and future challenges. Additionally, there were a number of real XR stories along with some implementation details that are pretty motivating and could help in getting you to start your first project.I think the most valuable parts of this book are the references and links to further details, which are helpful in a world where filtering and finding good information is difficult.Thanks to the authors!

  8. Claude Heintz

    This anthology of essays is especially useful to providing an overview of the current state of virtual reality and augmented reality technology. It is not a textbook, or how-to-code-an-app with ARKit type of book. Instead it collects a set of essays that provide different perspectives on the current state of the field. It looks forward to a time when VR/AR is part of the standard UX much as the mouse is today. For developers wanting an executive summary of the state of the field in 2019, this book could be for you.

  9. Ann

    I really liked how this book places everything that is going on now in context. I loved reading the history of how we came to be where we are – this is a really good jumping-off point for anyone interested in getting a strong overview on AR/VR – there are also interesting chapters on ML/AI – I would recommend this book to anyone who would like to quickly grasp a broad overview of creating AR/VR.

  10. K. S. Mader

    The book was a very interesting deep dive into a number of aspects of AR/VR and provided both technical and design context for the current uses and challenges going forward. The chapters on visualization and machine learning were particularly exciting. On a more practical side, the use cases chapters and Sports XR provide insight into where the technology is heading.

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