Download or read book Hands On Augmented Reality Development with Meta Spark Studio written by Jaleh Afshar and published by Apress. This book was released on 2023-07-04 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build augmented reality effects using Spark AR focusing on practical, project-based learning. With access to this technology being available in nearly every smartphone, the world of AR is expanding every day. Now is a great time to tell your creative story through this new medium. We will begin by learning the fundamentals of augmented reality, become familiar with key terminology, and discover the use cases this technology is most effective for. Using that foundational knowledge, we will learn how to make selfie effects, create virtual objects in the real world, and build games that respond to facial expressions and physical inputs.On completing the book, you will learn to ship effects publicly, to market their effects, and to create effects which are inclusive to their audience and have real user value. You Will • Create a face-tracking and object-tracking project in Spark AR• Understand how to customize assets and parameters • Create demo videos and icons to represent their AR effects• Learn to package the effects for publishing officially to social media channels Who Is This Book ForThis book is ideal for students, educators, creatives, small-business owners, or anyone else interested in creating immersive AR experiences for social networking platforms such as Instagram and Facebook. No coding or design experience is required.
Download or read book Augmented Reality written by Osslan Osiris Vergara Villegas and published by CRC Press. This book was released on 2024-06-03 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on augmented reality (AR) technology, which uses the real environment to superimpose virtual elements. Therefore, the reader can create applications that simulate scenarios that can be dangerous or expensive to generate in the real world. AR has proven helpful in education, marketing, and industrial scenarios. AR technology improves the user experience of various disciplines, incorporating virtual information that maximizes the experience and adds knowledge. This book intends students, researchers, and developers to have the possibility of finding the foundations on which AR technology rests. Our book intends that students, researchers, and developers: (i) learn the basics of AR; (ii) understand the technologies that support AR; (iii) know about AR applications that have been a watershed; (iv) gain an understanding of the critical elements needed to implement an AR application; (v) acquire skill in the step-by-step development of an AR application; (vi) learn how to use the instruments to evaluate an AR application; (vii) understand how to present the information about study cases; and (viii) gain knowledge about AR challenges and trends.
Download or read book Pattern Recognition and Image Analysis written by Earl Gose and published by Prentice Hall. This book was released on 1996 with total page 504 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past 20 to 25 years, pattern recognition has become an important part of image processing applications where the input data is an image. This book is a complete introduction to pattern recognition and its increasing role in image processing. It covers the traditional issues of pattern recognition and also introduces two of the fastest growing areas: Image Processing and Artificial Neural Networks. Examples and digital images illustrate the techniques, while an appendix describes pattern recognition using the SAS statistical software system.
Download or read book Reality Media written by Jay David Bolter and published by MIT Press. This book was released on 2021-11-16 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
Download or read book AR and VR Using the WebXR API written by Rakesh Baruah and published by Apress. This book was released on 2020-12-01 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gain an in-depth knowledge in immersive web development to create augmented reality (AR) and virtual reality (VR) applications inside web browsers using WebXR API, WebGL, Three.js, and A-Frame. This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer. Beginning with technical analysis of how web browsers function, the book covers programming languages such as WebGL, JavaScript, and HTML, with an eye on a complete understanding of the WebXR lifecycle. You'll then explore how contemporary web browsers work at the code level and see how to set up a local development server and use it with the Visual Studio Code IDE to create 3D animation in the WebGL programming language. With a familiarity of the web-rendering pipeline in place, you’ll venture on to WebGL abstractions such as the Three.js JavaScript library and Mozilla’s A-Frame XR Framework, which use WebXR to create high-end visual effects. In the final projects of the book, you’ll create an augmented reality web session for an Android phone device, and create a VR scene in A-Frame (built on Three.js) to demo essential components of the WebXR API pertaining to user positioning and interaction. Game engines have become common-place for the creation of mixed reality content. However, developers not interested in learning entirely new workflows may be better suited to work within a medium almost universally open to all—the web; AR and VR Using the WebXR API will show you the way. What You'll Learn Master the creation of virtual reality and augmented reality features for web page Prepare to work as an immersive web developer with a portfolio of projects in sought-after technologies Review the fundamentals of writing shaders in WebGL Experience the unity between client, server, and cloud architecture as it applies to location-based AR Who This Book Is For Aspiring immersive web developers and developers already familiar with the fundamentals of web development who want to further explore topics such as spatial computing, computer vision, spatial anchors, and cloud-computing for multi-user social experiences.
Download or read book Augmented Reality Virtual Reality and Computer Graphics written by Lucio Tommaso De Paolis and published by Springer. This book was released on 2019-07-27 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2-volume set LNCS 11613 and 11614 constitutes the refereed proceedings of the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2019, held in Santa Maria al Bagno, Italy, in June 2019. The 32 full papers and 35 short papers presented were carefully reviewed and selected from numerous submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. They are organized in the following topical sections: virtual reality; medicine; augmented reality; cultural heritage; education; and industry.
Download or read book Speculative Everything written by Anthony Dunne and published by MIT Press. This book was released on 2013-12-06 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: How to use design as a tool to create not only things but ideas, to speculate about possible futures. Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want). Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.
Download or read book Autonomous Horizons written by Greg Zacharias and published by Independently Published. This book was released on 2019-04-05 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dr. Greg Zacharias, former Chief Scientist of the United States Air Force (2015-18), explores next steps in autonomous systems (AS) development, fielding, and training. Rapid advances in AS development and artificial intelligence (AI) research will change how we think about machines, whether they are individual vehicle platforms or networked enterprises. The payoff will be considerable, affording the US military significant protection for aviators, greater effectiveness in employment, and unlimited opportunities for novel and disruptive concepts of operations. Autonomous Horizons: The Way Forward identifies issues and makes recommendations for the Air Force to take full advantage of this transformational technology.
Download or read book Teaching at Its Best written by Linda B. Nilson and published by John Wiley & Sons. This book was released on 2010-04-20 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching at Its Best This third edition of the best-selling handbook offers faculty at all levels an essential toolbox of hundreds of practical teaching techniques, formats, classroom activities, and exercises, all of which can be implemented immediately. This thoroughly revised edition includes the newest portrait of the Millennial student; current research from cognitive psychology; a focus on outcomes maps; the latest legal options on copyright issues; and how to best use new technology including wikis, blogs, podcasts, vodcasts, and clickers. Entirely new chapters include subjects such as matching teaching methods with learning outcomes, inquiry-guided learning, and using visuals to teach, and new sections address Felder and Silverman's Index of Learning Styles, SCALE-UP classrooms, multiple true-false test items, and much more. Praise for the Third Edition of Teaching at Its BestEveryone veterans as well as novices will profit from reading Teaching at Its Best, for it provides both theory and practical suggestions for handling all of the problems one encounters in teaching classes varying in size, ability, and motivation." Wilbert McKeachie, Department of Psychology, University of Michigan, and coauthor, McKeachie's Teaching TipsThis new edition of Dr. Nilson's book, with its completely updated material and several new topics, is an even more powerful collection of ideas and tools than the last. What a great resource, especially for beginning teachers but also for us veterans!" L. Dee Fink, author, Creating Significant Learning ExperiencesThis third edition of Teaching at Its Best is successful at weaving the latest research on teaching and learning into what was already a thorough exploration of each topic. New information on how we learn, how students develop, and innovations in instructional strategies complement the solid foundation established in the first two editions." Marilla D. Svinicki, Department of Psychology, The University of Texas, Austin, and coauthor, McKeachie's Teaching Tips
Download or read book Drawing Basics and Video Game Art written by Chris Solarski and published by Watson-Guptill. This book was released on 2012-09-18 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook
Download or read book Introduction to Embedded Systems Second Edition written by Edward Ashford Lee and published by MIT Press. This book was released on 2017-01-06 with total page 562 pages. Available in PDF, EPUB and Kindle. Book excerpt: An introduction to the engineering principles of embedded systems, with a focus on modeling, design, and analysis of cyber-physical systems. The most visible use of computers and software is processing information for human consumption. The vast majority of computers in use, however, are much less visible. They run the engine, brakes, seatbelts, airbag, and audio system in your car. They digitally encode your voice and construct a radio signal to send it from your cell phone to a base station. They command robots on a factory floor, power generation in a power plant, processes in a chemical plant, and traffic lights in a city. These less visible computers are called embedded systems, and the software they run is called embedded software. The principal challenges in designing and analyzing embedded systems stem from their interaction with physical processes. This book takes a cyber-physical approach to embedded systems, introducing the engineering concepts underlying embedded systems as a technology and as a subject of study. The focus is on modeling, design, and analysis of cyber-physical systems, which integrate computation, networking, and physical processes. The second edition offers two new chapters, several new exercises, and other improvements. The book can be used as a textbook at the advanced undergraduate or introductory graduate level and as a professional reference for practicing engineers and computer scientists. Readers should have some familiarity with machine structures, computer programming, basic discrete mathematics and algorithms, and signals and systems.
Download or read book Augmented Reality and Virtual Reality written by M. Claudia tom Dieck and published by Springer Nature. This book was released on 2021-05-04 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
Download or read book Spaces Speak Are You Listening written by Barry Blesser and published by MIT Press. This book was released on 2009-09-18 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: How we experience space by listening: the concepts of aural architecture, with examples ranging from Gothic cathedrals to surround sound home theater. We experience spaces not only by seeing but also by listening. We can navigate a room in the dark, and "hear" the emptiness of a house without furniture. Our experience of music in a concert hall depends on whether we sit in the front row or under the balcony. The unique acoustics of religious spaces acquire symbolic meaning. Social relationships are strongly influenced by the way that space changes sound. In Spaces Speak, Are You Listening?, Barry Blesser and Linda-Ruth Salter examine auditory spatial awareness: experiencing space by attentive listening. Every environment has an aural architecture.The audible attributes of physical space have always contributed to the fabric of human culture, as demonstrated by prehistoric multimedia cave paintings, classical Greek open-air theaters, Gothic cathedrals, acoustic geography of French villages, modern music reproduction, and virtual spaces in home theaters. Auditory spatial awareness is a prism that reveals a culture's attitudes toward hearing and space. Some listeners can learn to "see" objects with their ears, but even without training, we can all hear spatial geometry such as an open door or low ceiling. Integrating contributions from a wide range of disciplines—including architecture, music, acoustics, evolution, anthropology, cognitive psychology, audio engineering, and many others—Spaces Speak, Are You Listening? establishes the concepts and language of aural architecture. These concepts provide an interdisciplinary guide for anyone interested in gaining a better understanding of how space enhances our well-being. Aural architecture is not the exclusive domain of specialists. Accidentally or intentionally, we all function as aural architects.
Download or read book Augmented Reality in Education written by Vladimir Geroimenko and published by Springer Nature. This book was released on 2020-05-26 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
Download or read book Learning Deep Learning written by Magnus Ekman and published by Addison-Wesley Professional. This book was released on 2021-07-19 with total page 1106 pages. Available in PDF, EPUB and Kindle. Book excerpt: NVIDIA's Full-Color Guide to Deep Learning: All You Need to Get Started and Get Results "To enable everyone to be part of this historic revolution requires the democratization of AI knowledge and resources. This book is timely and relevant towards accomplishing these lofty goals." -- From the foreword by Dr. Anima Anandkumar, Bren Professor, Caltech, and Director of ML Research, NVIDIA "Ekman uses a learning technique that in our experience has proven pivotal to success—asking the reader to think about using DL techniques in practice. His straightforward approach is refreshing, and he permits the reader to dream, just a bit, about where DL may yet take us." -- From the foreword by Dr. Craig Clawson, Director, NVIDIA Deep Learning Institute Deep learning (DL) is a key component of today's exciting advances in machine learning and artificial intelligence. Learning Deep Learning is a complete guide to DL. Illuminating both the core concepts and the hands-on programming techniques needed to succeed, this book is ideal for developers, data scientists, analysts, and others--including those with no prior machine learning or statistics experience. After introducing the essential building blocks of deep neural networks, such as artificial neurons and fully connected, convolutional, and recurrent layers, Magnus Ekman shows how to use them to build advanced architectures, including the Transformer. He describes how these concepts are used to build modern networks for computer vision and natural language processing (NLP), including Mask R-CNN, GPT, and BERT. And he explains how a natural language translator and a system generating natural language descriptions of images. Throughout, Ekman provides concise, well-annotated code examples using TensorFlow with Keras. Corresponding PyTorch examples are provided online, and the book thereby covers the two dominating Python libraries for DL used in industry and academia. He concludes with an introduction to neural architecture search (NAS), exploring important ethical issues and providing resources for further learning. Explore and master core concepts: perceptrons, gradient-based learning, sigmoid neurons, and back propagation See how DL frameworks make it easier to develop more complicated and useful neural networks Discover how convolutional neural networks (CNNs) revolutionize image classification and analysis Apply recurrent neural networks (RNNs) and long short-term memory (LSTM) to text and other variable-length sequences Master NLP with sequence-to-sequence networks and the Transformer architecture Build applications for natural language translation and image captioning NVIDIA's invention of the GPU sparked the PC gaming market. The company's pioneering work in accelerated computing--a supercharged form of computing at the intersection of computer graphics, high-performance computing, and AI--is reshaping trillion-dollar industries, such as transportation, healthcare, and manufacturing, and fueling the growth of many others. Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.
Download or read book Architectural Research Methods written by Linda N. Groat and published by John Wiley & Sons. This book was released on 2013-04-03 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical guide to research for architects and designers—now updated and expanded! From searching for the best glass to prevent glare to determining how clients might react to the color choice for restaurant walls, research is a crucial tool that architects must master in order to effectively address the technical, aesthetic, and behavioral issues that arise in their work. This book's unique coverage of research methods is specifically targeted to help professional designers and researchers better conduct and understand research. Part I explores basic research issues and concepts, and includes chapters on relating theory to method and design to research. Part II gives a comprehensive treatment of specific strategies for investigating built forms. In all, the book covers seven types of research, including historical, qualitative, correlational, experimental, simulation, logical argumentation, and case studies and mixed methods. Features new to this edition include: Strategies for investigation, practical examples, and resources for additional information A look at current trends and innovations in research Coverage of design studio–based research that shows how strategies described in the book can be employed in real life A discussion of digital media and online research New and updated examples of research studies A new chapter on the relationship between design and research Architectural Research Methods is an essential reference for architecture students and researchers as well as architects, interior designers, landscape architects, and building product manufacturers.
Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.