Description
Efnisyfirlit
- Cover
- Introduction
- About This Book
- Foolish Assumptions
- Icons Used in This Book
- Beyond the Book
- Where to Go from Here
- Part 1: Getting Started with Virtual and Augmented Reality
- Chapter 1: Defining Virtual and Augmented Reality
- Introducing Virtual Reality and Augmented Reality
- Looking at Some Other Types of Virtual and Augmented Reality
- Taking a Quick History Tour
- Evaluating the Technology Hype Cycle
- Chapter 2: Exploring the Current State of Virtual Reality
- Looking at the Available Form Factors
- Focusing on Features
- Considering Controllers
- Recognizing the Current Issues with VR
- Assessing Adoption Rates
- Chapter 3: Exploring the Current State of Augmented Reality
- Looking at the Available Form Factors
- Considering Controllers
- Recognizing the Current Issues with Augmented Reality
- Assessing Adoption Rates
- Part 2: Consuming Content in Virtual and Augmented Reality
- Chapter 4: Consuming Content in Vir tual Reality
- Exploring Consumer-Grade Virtual Reality
- Identifying Near-Future Hardware
- Comparing Current and Future Options
- Chapter 5: Consuming Content in Augmented Reality
- Exploring Consumer-Grade Augmented Reality
- Identifying Near-Future Hardware
- Comparing Current and Future Options
- Part 3: Creating Content in Virtual and Augmented Reality
- Chapter 6: Evaluating Your Project
- Assessing Your Project’s Technology Needs
- Choosing Virtual Reality
- Choosing Augmented Reality
- Chapter 7: Planning Your Virtual Reality Project
- Defining Your Virtual Reality Project
- Exploring Design Principles in Virtual Reality
- Defining Your Social Experience
- Chapter 8: Planning Your Augmented Reality Project
- Defining Your Augmented Reality Project
- Exploring Design Principles in Augmented Reality
- Defining Your Social Experience
- Chapter 9: Creating Content for Virtual and Augmented Reality
- Assessing Design Software
- Capturing Real Life
- Assessing Development Software
- Distributing Your Content
- Part 4: Virtual and Augmented Reality in the Wild
- Chapter 10: Exploring Virtual Reality Use Cases
- Art
- Education
- Entertainment
- Healthcare
- Gaming
- Chapter 11: Exploring Augmented Reality Use Cases
- Art
- Education
- Industry and Commerce
- Entertainment
- Utilities
- Part 5: The Future of Virtual and Augmented Reality
- Chapter 12: Assessing the Future of Virtual Reality
- Anticipating the Near-Future Changes
- Considering Virtual Reality’s “Killer App”
- Predicting the Impact
- Chapter 13: Assessing the Future of Augmented Reality
- Analyzing Near Future Changes
- Considering AR’s “Killer App”
- Predicting the Impact
- Part 6: The Part of Tens
- Chapter 14: Ten Questions about Virtual and Augmented Reality
- How Will Virtual and Augmented Reality Affect Me?
- Which Technology Will Win?
- What If I Don’t Have a Headset?
- How Large Will the Virtual and Augmented Reality Consumer Markets Get?
- When Should I Enter the Market as a Consumer?
- When Should My Company Enter the Market?
- Which Virtual Reality Headset Is Right for Me?
- What Could Impede the Growth of Virtual and Augmented Reality?
- Are There Lasting Physical Effects?
- What Is the Future of Virtual and Augmented Reality?
- Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality
- Travel
- Museums
- Aerospace
- Retail
- Military
- Education
- Entertainment
- Real Estate
- Advertising and Marketing
- The Unknown
- Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today
- Google Translate
- Amazon AR View
- Blippar
- AR City
- ARise
- Ingress and Pokémon Go
- MeasureKit and Measure
- InkHunter
- Sketch AR
- Find Your Car and Car Finder AR
- About the Author
- Advertisement Page
- Connect with Dummies
- Index
- End User License Agreement
Reviews
There are no reviews yet.