Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR
©2017 |Addison-Wesley Professional | Available
©2017 |Addison-Wesley Professional | Available
“A valuable addition to the library of anyone setting out on their virtual journey.”
—Dr Rab Scott Head of VR, Nuclear AMRC
“A well-presented introduction to advanced visualization technologies, which will provide readers with an informed overview of this fast-paced, high-tech industry.”
—Chris Freeman, Augmented Reality Technical Fellow, University of Sheffield AMRC
“Filled with excellent, imaginative information that will inform both experienced and first-time readers alike. Practical Augmented Reality is worth reading not only for its wealth of data and research, but also for its insights into the markets and opportunities ahead of us. If you have an interest in this exciting new technology, this is a must-have resource and an enjoyable exploration into this brave new world.”
—Roy Taylor Corporate Vice President for Content and Technology, AMD (Advanced Micro Devices)
“Steven Aukstakalnis stands on the ever-changing edge of the virtual and augmented reality world. Drawing from a rich history in the industry, he is able to share a clear understanding of the technologies, products, and ideas that will reshape the way we work and play. May the knowledge he shares empower you to help create a truly fantastic new future!”
—Brent Baier, Creator of the Peregrine Glove
“Mixed or augmented reality is a grand frontier not only for computation, but for how people experience their world and each other. This book sets a frame around that which isn’t framed. Read it in order to understand our new world.”
—Jaron Lanier, Author of Who Owns the Future and You Are Not A Gadget
This product is part of the following series. Click on a series title to see the full list of products in the series.
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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Steve Aukstakalnis is a former research scientist and Director of the Virtual Environment and Interactive Systems Program at the National Science Foundation's Engineering Research Center for Computational Field Simulation. There, his work focused on the application of advanced visual displays and interactive techniques in such areas as architecture, engineering, scientific visualization and national defense. He has served on the research staff at the University of Washington as well as the faculty of Mississippi State University. Steve has served an invited lecturer, instructor and researcher on the topic of virtual reality and advanced visual simulation for such organizations as the Dept. of Defense, U.S. Army, Naval Oceanographic Office, Nat'l Reconnaissance Office, University of Michigan, Pepperdine University, Purdue, Dartmouth, Nat'l Taiwan University, the Smithsonian Institution and a host of other universities, corporations and government agencies across N. America and around the world.
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