Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR, 1st edition

  • Steve Aukstakalnis

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

ISBN-13:  9780134094236

Paperback
Add to cart form
Free delivery
$59.99
Free delivery
$59.99

What's included

  • Paperback

    You'll get a bound printed text.

Overview

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 Aukstakalnis 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.

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
  • For teachers

    All the material you need to teach your courses.

    Discover teaching material

    Published by Addison-Wesley Professional (September 8th 2016) - Copyright © 2017