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Understanding Augmented Reality
Concepts and Applications
1st Edition - April 26, 2013
Author: Alan B. Craig
Language: English
Paperback ISBN:9780240824086
9 7 8 - 0 - 2 4 0 - 8 2 4 0 8 - 6
eBook ISBN:9780240824109
9 7 8 - 0 - 2 4 0 - 8 2 4 1 0 - 9
Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, e…Read more
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Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless.
Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium.
Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today’s technology. At the same time, ample examples are provided that show what is possible with current technology.
Explore the different techniques, technologies and approaches used in developing AR applications
Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences
Some AR examples can be experienced from within the book using downloadable software
College students and faculty in the fields of Engineering, Computer Science, Digital Media. Developers, Human-Computer Interaction Professor, Graphic Designers, Research Director, Technology Director, New Media Director, Digital Artist, Game Developers, Mobile App Developers, Programmers. Advertising, Marketing, Entertainment fields
Dedication
Foreword to Alan B. Craig’s Understanding Augmented Reality
Preface
About this Book
How this Book Came to Be
Intended Audience
Relationship of this Book with Understanding Virtual Reality and Developing Virtual Reality Applications
Special Features of this Book
Supplemental Materials
About the Author
Acknowledgments
Chapter 1. What Is Augmented Reality?
Introduction
Where Did Augmented Reality Come from?
Augmented Reality
The Relationship between Augmented Reality and Other Technologies
Summary of Related Technologies
Summary
Chapter 2. Augmented Reality Concepts
Introduction
How Does Augmented Reality Work?
Concepts Related to Augmented Reality
Ingredients of an Augmented Reality Experience
Summary
Chapter 3. Augmented Reality Hardware
Introduction
Major Hardware Components for Augmented Reality Systems
Summary
Chapter 4. Augmented Reality Software
Introduction
Major Software Components for Augmented Reality Systems
Software Used to Create Content for the Augmented Reality Application
Summary
Chapter 5. Content Is Key!— Augmented Reality Content
Introduction
What Is Content?
Creating Visual Content
Creating Audio Content
Creating Content for Other Senses (Touch, Taste, Smell)
Representation and Perceptual Issues
Summary
Chapter 6. Interaction in Augmented Reality
Introduction
What Is Interaction?
Summary
Chapter 7. Mobile Augmented Reality
Introduction
What is Mobile Augmented Reality?
Advantages and Disadvantages of Mobile Augmented Reality
Architectures for Mobile Augmented Reality Systems
Summary
Chapter 8. Augmented Reality Applications
Introduction
What Makes a Good Augmented Reality Application?
Application Areas
Collaborative Augmented Reality
Applying Augmented Reality to a Problem
Evaluating Augmented Reality Applications
Example Augmented Reality Applications
Summary
Chapter 9. The Future of Augmented Reality
Introduction
The Current State of Augmented Reality
Why Consider the Future?
Trends in Augmented Reality
Summary
Index
No. of pages: 296
Language: English
Edition: 1
Published: April 26, 2013
Imprint: Morgan Kaufmann
Paperback ISBN: 9780240824086
eBook ISBN: 9780240824109
AC
Alan B. Craig
Dr. Alan B. Craig is an independent consultant in Virtual Reality, Augmented Reality, Visualization, and High Performance Computing. Prior to this role, he contributed much to these fields during his thirty-year career at the University of Illinois at Urbana-Champaign (UIUC) as a Research Scientist at the National Center for Supercomputing Applications (NCSA) and as Senior Associate Director for Human-Computer Interaction at the Institute for Computing in Humanities, Arts, and Social Science (I-CHASS). Among his other consulting roles, he is currently engaged with the Extreme Science and Engineering Discovery Environment (XSEDE).
Dr. Craig has been called upon to speak as an expert in VR and AR at countless worldwide events and continues to speak at various venues. He has taught classes related to VR and AR online as well as onsite at universities, companies, and high school campuses. Dr. Craig has worked with government and industry entities regarding VR and AR applications. He has been interviewed by numerous publications, television, and news outlets.
In addition to Understanding Virtual Reality (with William R. Sherman) he also authored Developing Virtual Reality Applications (with William R. Sherman and Jeffrey D. Will) and Understanding Augmented Reality. Additionally, he has written multiple book chapters and articles. He has developed many virtual reality and augmented reality applications in content areas ranging from archaeology to zoology. He also teaches and advises on related topics. His primary focus has been on the use of virtual reality and augmented reality in educational applications and his work centers on the continuum between the physical and the digital.
He holds three patents.