An easy-to-understand primer on Virtual Reality and Augmented Reality
Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future.
With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed―and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm.
* Keeps you up-to-date on the pulse of this fast-changing technology
* Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment
* Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR
Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
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Paul Mealy has worked with virtual reality since the release of the Oculus Rift DK1 in 2013. He has architected, designed and developed applications for Oculus Rift, HTC Vive, Samsung Gear VR, Windows Mixed Reality, Google Daydream, and Google Cardboard. He has worked with numerous augmented reality hardware and technologies including the Microsoft HoloLens, ARKit for iOS, ARCore for Android and cross-platform solutions such as Vuforia.
The perfect primer on Virtual Reality, Augmented Reality, and Mixed Reality
Virtual reality (VR) and augmented reality (AR) are driving the next technological revolution. This book helps you understand what virtual reality (VR), augmented reality (AR), and mixed reality (MR) are, their history, how they are being used today, and how they will affect consumers both personally and professionally now and in the future. Perfect for both VR/AR content creators and VR/AR content consumers, this book will inform the way you approach and contribute to these emerging technologies.
Inside…
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