Author: Abhijit Jana
Publisher: Packt Publishing Ltd
ISBN: 1787281221
Category : Computers
Languages : en
Pages : 327
Book Description
Unveil the world of mixed reality with HoloLens About This Book Bring holographic insights to existing line-of-business applications, tools, and workflows Focus on developing end-to-end realistic holographic application. Build interactive model scripts and test them in Unity3D and holographic emulators Who This Book Is For This book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens. What You Will Learn Interact with holograms using different interaction models Develop your first holographic app Integrate holographic applications with cloud systems Visualize data feeds coming from the cloud through holograms Manage the application distribution of enterprise-enabled HoloLens Integrate HoloLens applications with services deployed on Azure Identify and create 3D Assets and Scenes Use HoloLens to explore the Internet of Things In Detail Do you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality). You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens. Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production. Style and approach The book is a project-based guide to help you to create some really astonishing mixed-reality applications. It will provide end-to-end solutions and enable you to build stunning applications for HoloLens.
HoloLens Blueprints
Author: Abhijit Jana
Publisher: Packt Publishing Ltd
ISBN: 1787281221
Category : Computers
Languages : en
Pages : 327
Book Description
Unveil the world of mixed reality with HoloLens About This Book Bring holographic insights to existing line-of-business applications, tools, and workflows Focus on developing end-to-end realistic holographic application. Build interactive model scripts and test them in Unity3D and holographic emulators Who This Book Is For This book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens. What You Will Learn Interact with holograms using different interaction models Develop your first holographic app Integrate holographic applications with cloud systems Visualize data feeds coming from the cloud through holograms Manage the application distribution of enterprise-enabled HoloLens Integrate HoloLens applications with services deployed on Azure Identify and create 3D Assets and Scenes Use HoloLens to explore the Internet of Things In Detail Do you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality). You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens. Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production. Style and approach The book is a project-based guide to help you to create some really astonishing mixed-reality applications. It will provide end-to-end solutions and enable you to build stunning applications for HoloLens.
Publisher: Packt Publishing Ltd
ISBN: 1787281221
Category : Computers
Languages : en
Pages : 327
Book Description
Unveil the world of mixed reality with HoloLens About This Book Bring holographic insights to existing line-of-business applications, tools, and workflows Focus on developing end-to-end realistic holographic application. Build interactive model scripts and test them in Unity3D and holographic emulators Who This Book Is For This book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens. What You Will Learn Interact with holograms using different interaction models Develop your first holographic app Integrate holographic applications with cloud systems Visualize data feeds coming from the cloud through holograms Manage the application distribution of enterprise-enabled HoloLens Integrate HoloLens applications with services deployed on Azure Identify and create 3D Assets and Scenes Use HoloLens to explore the Internet of Things In Detail Do you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality). You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens. Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production. Style and approach The book is a project-based guide to help you to create some really astonishing mixed-reality applications. It will provide end-to-end solutions and enable you to build stunning applications for HoloLens.
Proceedings of International Conference on Computational Intelligence
Author: Ritu Tiwari
Publisher: Springer Nature
ISBN: 9819928540
Category : Technology & Engineering
Languages : en
Pages : 400
Book Description
The book presents high quality research papers presented at International Conference on Computational Intelligence (ICCI 2022) held at Indian Institute of Information Technology Pune, India during 29 – 30 December, 2022. The topics covered are artificial intelligence, neural network, deep learning techniques, fuzzy theory and systems, rough sets, self-organizing maps, machine learning, chaotic systems, multi-agent systems, computational optimization ensemble classifiers, reinforcement learning, decision trees, support vector machines, hybrid learning, statistical learning, metaheuristics algorithms: evolutionary and swarm-based algorithms like genetic algorithms, genetic programming, differential evolution, particle swarm optimization, whale optimization, spider monkey optimization, firefly algorithm, memetic algorithms. And also machine vision, Internet of Things, image processing, image segmentation, data clustering, sentiment analysis, big data, computer networks, signal processing, supply chain management, web and text mining, distributed systems, bioinformatics, embedded systems, expert system, forecasting, pattern recognition, planning and scheduling, time series analysis, human-computer interaction, web mining, natural language processing, multimedia systems, and quantum computing.
Publisher: Springer Nature
ISBN: 9819928540
Category : Technology & Engineering
Languages : en
Pages : 400
Book Description
The book presents high quality research papers presented at International Conference on Computational Intelligence (ICCI 2022) held at Indian Institute of Information Technology Pune, India during 29 – 30 December, 2022. The topics covered are artificial intelligence, neural network, deep learning techniques, fuzzy theory and systems, rough sets, self-organizing maps, machine learning, chaotic systems, multi-agent systems, computational optimization ensemble classifiers, reinforcement learning, decision trees, support vector machines, hybrid learning, statistical learning, metaheuristics algorithms: evolutionary and swarm-based algorithms like genetic algorithms, genetic programming, differential evolution, particle swarm optimization, whale optimization, spider monkey optimization, firefly algorithm, memetic algorithms. And also machine vision, Internet of Things, image processing, image segmentation, data clustering, sentiment analysis, big data, computer networks, signal processing, supply chain management, web and text mining, distributed systems, bioinformatics, embedded systems, expert system, forecasting, pattern recognition, planning and scheduling, time series analysis, human-computer interaction, web mining, natural language processing, multimedia systems, and quantum computing.
HoloLens Blueprints
Author: Abhijit Jana
Publisher:
ISBN: 9781787281943
Category : Computers
Languages : en
Pages : 336
Book Description
Unveil the world of mixed reality with HoloLensAbout This Book* Bring holographic insights to existing line-of-business applications, tools, and workflows* Focus on developing end-to-end realistic holographic application.* Build interactive model scripts and test them in Unity3D and holographic emulatorsWho This Book Is ForThis book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens.What You Will Learn* Interact with holograms using different interaction models* Develop your first holographic app* Integrate holographic applications with cloud systems* Visualize data feeds coming from the cloud through holograms* Manage the application distribution of enterprise-enabled HoloLens* Integrate HoloLens applications with services deployed on Azure* Identify and create 3D Assets and Scenes* Use HoloLens to explore the Internet of ThingsIn DetailDo you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you.This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality).You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens.Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production.Style and approachThe book is a project-based guide to help you to create some really astonishing mixed-reality applications. It will provide end-to-end solutions and enable you to build stunning applications for HoloLens.
Publisher:
ISBN: 9781787281943
Category : Computers
Languages : en
Pages : 336
Book Description
Unveil the world of mixed reality with HoloLensAbout This Book* Bring holographic insights to existing line-of-business applications, tools, and workflows* Focus on developing end-to-end realistic holographic application.* Build interactive model scripts and test them in Unity3D and holographic emulatorsWho This Book Is ForThis book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens.What You Will Learn* Interact with holograms using different interaction models* Develop your first holographic app* Integrate holographic applications with cloud systems* Visualize data feeds coming from the cloud through holograms* Manage the application distribution of enterprise-enabled HoloLens* Integrate HoloLens applications with services deployed on Azure* Identify and create 3D Assets and Scenes* Use HoloLens to explore the Internet of ThingsIn DetailDo you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you.This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality).You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens.Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production.Style and approachThe book is a project-based guide to help you to create some really astonishing mixed-reality applications. It will provide end-to-end solutions and enable you to build stunning applications for HoloLens.
Augmented Human
Author: Helen Papagiannis
Publisher: "O'Reilly Media, Inc."
ISBN: 1491928387
Category : Computers
Languages : en
Pages : 120
Book Description
Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR’s current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user’s everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed. If you’re a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR’s possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology. You’ll explore how: Computer vision, machine learning, cameras, sensors, and wearables change the way you see the world Haptic technology syncs what you see with how something feels Augmented sound and hearables alter the way you listen to your environment Digital smell and taste augment the way you share and receive information New approaches to storytelling immerse and engage users more deeply Users can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfaces Human avatars can learn our behaviors and act on our behalf
Publisher: "O'Reilly Media, Inc."
ISBN: 1491928387
Category : Computers
Languages : en
Pages : 120
Book Description
Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR’s current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user’s everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed. If you’re a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR’s possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology. You’ll explore how: Computer vision, machine learning, cameras, sensors, and wearables change the way you see the world Haptic technology syncs what you see with how something feels Augmented sound and hearables alter the way you listen to your environment Digital smell and taste augment the way you share and receive information New approaches to storytelling immerse and engage users more deeply Users can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfaces Human avatars can learn our behaviors and act on our behalf
Blueprint for a Battlestar
Author: Rod Pyle
Publisher: Quarto Publishing Group USA
ISBN: 1781316252
Category : Science
Languages : en
Pages : 347
Book Description
“An enjoyable source of information on a wide variety of real or imagined technological marvels of the space age.” —National Space Society This beautifully illustrated pop science book answers the enduring questions raised by science fiction, such as: Do hoverboards really exist, how can you bring a dinosaur back to life and can we really travel in time and space. Packed with stunning images, including seventy-five illustrations created exclusively for this book, Blueprint for a Battlestar takes twenty-five remarkable and memorable technologies from the world of sci-fi, from Star Wars and The Matrix to Ironman and The Terminator. Each concept will be explained and dissected to reveal the real science behind it. Some are boldly obvious—such as the Death Star and exoskeletons—and some less so (think bio-ports or cloaking devices). All are fascinating and will make wonderful explorations into the science of the future as we understand it today. “This is dream fuel for aspiring STEM students of all sorts. Blueprint for a Battlestar is a gateway drug for brainstorming that could change the world.” —Seattle Book Review “Will take readers on a fact-finding mission where the science is explained and the fiction just may become reality. Can it really work? For the sake of all those young engineers out there dreaming of a future filled with massive battlestars stretching far across the galaxy, we can only hope.” —Amazing Stories Magazine “A fun book that offers serious exploration of some of the technology that could be common place in the not too distant future.” —The Review Graveyard
Publisher: Quarto Publishing Group USA
ISBN: 1781316252
Category : Science
Languages : en
Pages : 347
Book Description
“An enjoyable source of information on a wide variety of real or imagined technological marvels of the space age.” —National Space Society This beautifully illustrated pop science book answers the enduring questions raised by science fiction, such as: Do hoverboards really exist, how can you bring a dinosaur back to life and can we really travel in time and space. Packed with stunning images, including seventy-five illustrations created exclusively for this book, Blueprint for a Battlestar takes twenty-five remarkable and memorable technologies from the world of sci-fi, from Star Wars and The Matrix to Ironman and The Terminator. Each concept will be explained and dissected to reveal the real science behind it. Some are boldly obvious—such as the Death Star and exoskeletons—and some less so (think bio-ports or cloaking devices). All are fascinating and will make wonderful explorations into the science of the future as we understand it today. “This is dream fuel for aspiring STEM students of all sorts. Blueprint for a Battlestar is a gateway drug for brainstorming that could change the world.” —Seattle Book Review “Will take readers on a fact-finding mission where the science is explained and the fiction just may become reality. Can it really work? For the sake of all those young engineers out there dreaming of a future filled with massive battlestars stretching far across the galaxy, we can only hope.” —Amazing Stories Magazine “A fun book that offers serious exploration of some of the technology that could be common place in the not too distant future.” —The Review Graveyard
The Extended Reality Blueprint
Author: Annie Eaton
Publisher: John Wiley & Sons
ISBN: 1394207697
Category : Business & Economics
Languages : en
Pages : 246
Book Description
Follow a tried-and-tested approach to integrating augmented and virtual reality into your business The Extended Reality Blueprint focuses on design for non-gaming or gaming adjacent applications in extended reality (XR), including augmented and virtual reality. Author Annie Eaton is a leading producer of immersive content in the XR space. Many of Annie's clients come to her with the same questions, often not knowing where to begin as they seek to implement extended reality solutions into their business. This book presents the discovery and product development process through an immersive technology lens. You will walk through the XR production process and learn how to apply this technology directly within your organizations in a meaningful and effective way. Join leading businesses like Delta Air Lines, Mars Wrigley, Georgia-Pacific, and JLG Industries, and learn how top companies are leveraging XR for greater market share, engagement, and profit. Learn about the latest applications of extended reality (XR), including augmented and virtual reality. Discover the steps of the XR product development process, including how to find profitable uses of XR and decide on technology suites. Assemble effective teams of XR developers, designers, artists, and other key members to bring your projects to fruition and success. Learn from the real-world examples and lessons learned of businesses that have taken the leap into extended reality. The Extended Reality Blueprint, delivers a concrete, actionable process for brining extended reality into your organization and embracing this crucial technology to remain current.
Publisher: John Wiley & Sons
ISBN: 1394207697
Category : Business & Economics
Languages : en
Pages : 246
Book Description
Follow a tried-and-tested approach to integrating augmented and virtual reality into your business The Extended Reality Blueprint focuses on design for non-gaming or gaming adjacent applications in extended reality (XR), including augmented and virtual reality. Author Annie Eaton is a leading producer of immersive content in the XR space. Many of Annie's clients come to her with the same questions, often not knowing where to begin as they seek to implement extended reality solutions into their business. This book presents the discovery and product development process through an immersive technology lens. You will walk through the XR production process and learn how to apply this technology directly within your organizations in a meaningful and effective way. Join leading businesses like Delta Air Lines, Mars Wrigley, Georgia-Pacific, and JLG Industries, and learn how top companies are leveraging XR for greater market share, engagement, and profit. Learn about the latest applications of extended reality (XR), including augmented and virtual reality. Discover the steps of the XR product development process, including how to find profitable uses of XR and decide on technology suites. Assemble effective teams of XR developers, designers, artists, and other key members to bring your projects to fruition and success. Learn from the real-world examples and lessons learned of businesses that have taken the leap into extended reality. The Extended Reality Blueprint, delivers a concrete, actionable process for brining extended reality into your organization and embracing this crucial technology to remain current.
Blueprints Visual Scripting for Unreal Engine 5
Author: Marcos Romero
Publisher: Packt Publishing Ltd
ISBN: 180181869X
Category : Computers
Languages : en
Pages : 568
Book Description
Explore the faster way to build games using UE5 Blueprints using this practical guide with key images printed in color Key Features Design a fully functional game in UE5 without writing a single line of code Implement visual scripting to develop gameplay mechanics, UI, visual effects, VR, and artificial intelligence Deploy your game on multiple platforms and share it with the world Book DescriptionUnreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices. The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator. By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.What you will learn Understand programming concepts in Blueprints Create prototypes and iterate new game mechanics rapidly Build user interface elements and interactive menus Use advanced Blueprint nodes to manage the complexity of a game Explore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event Graph Get to grips with OOP concepts and explore the Gameplay Framework Work with virtual reality development in UE Blueprint Implement procedural generation and create a product configurator Who this book is for This book is for anyone interested in developing games or applications with UE5. Although basic knowledge of Windows OS is required, experience in programming or UE5 is not necessary.
Publisher: Packt Publishing Ltd
ISBN: 180181869X
Category : Computers
Languages : en
Pages : 568
Book Description
Explore the faster way to build games using UE5 Blueprints using this practical guide with key images printed in color Key Features Design a fully functional game in UE5 without writing a single line of code Implement visual scripting to develop gameplay mechanics, UI, visual effects, VR, and artificial intelligence Deploy your game on multiple platforms and share it with the world Book DescriptionUnreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices. The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator. By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.What you will learn Understand programming concepts in Blueprints Create prototypes and iterate new game mechanics rapidly Build user interface elements and interactive menus Use advanced Blueprint nodes to manage the complexity of a game Explore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event Graph Get to grips with OOP concepts and explore the Gameplay Framework Work with virtual reality development in UE Blueprint Implement procedural generation and create a product configurator Who this book is for This book is for anyone interested in developing games or applications with UE5. Although basic knowledge of Windows OS is required, experience in programming or UE5 is not necessary.
Kinect for Windows SDK Programming Guide
Author: Abhijit Jana
Publisher: Packt Publishing Ltd
ISBN: 1849692394
Category : Computers
Languages : en
Pages : 569
Book Description
This book is a practical tutorial that explains all the features of Kinect SDK by creating sample applications throughout the book. It includes a detailed discussion of APIs with step-by-step explanation of development of a real-world sample application. The purpose of this book is to explain how to develop applications using the Kinect for Windows SDK. If you are a beginner and looking to start developing applications using the Kinect for Windows SDK, and if you want to build motion-sensing, speech-recognizing applications with Kinect, this book is for you. This book uses C♯ and WPF (Windows P.
Publisher: Packt Publishing Ltd
ISBN: 1849692394
Category : Computers
Languages : en
Pages : 569
Book Description
This book is a practical tutorial that explains all the features of Kinect SDK by creating sample applications throughout the book. It includes a detailed discussion of APIs with step-by-step explanation of development of a real-world sample application. The purpose of this book is to explain how to develop applications using the Kinect for Windows SDK. If you are a beginner and looking to start developing applications using the Kinect for Windows SDK, and if you want to build motion-sensing, speech-recognizing applications with Kinect, this book is for you. This book uses C♯ and WPF (Windows P.
The Find
Author: Cliff Allister
Publisher: Belle Epoque Verlag
ISBN: 3963573643
Category : Fiction
Languages : en
Pages : 199
Book Description
In the year 2087, helium-3 miners on the Moon discover an ancient alien spaceship.The consequences of this find for mankind, which is still divided into competing and even hostile nations, are paramount. An international team of scientists succeeds in rendering the ship largely functional again. But its superior hyperdrive attracts the attention of extraterrestrial forces, which claim the spaceship, called the Golden Nova, for themselves. The ship could be the key to humanity's survival in a cosmic conflict that has raged for millennia - or lead to its demise. Can Alexander Walker, the commander of the Golden Nova, overcome the tensions and distrust in his international crew? Does the crew of the Golden Nova stand a chance against the invasion fleet that enters the solar system and threatens to turn Earth into a disenfranchised galactic colony? However this ends, it is a dramatic turning point in human history.
Publisher: Belle Epoque Verlag
ISBN: 3963573643
Category : Fiction
Languages : en
Pages : 199
Book Description
In the year 2087, helium-3 miners on the Moon discover an ancient alien spaceship.The consequences of this find for mankind, which is still divided into competing and even hostile nations, are paramount. An international team of scientists succeeds in rendering the ship largely functional again. But its superior hyperdrive attracts the attention of extraterrestrial forces, which claim the spaceship, called the Golden Nova, for themselves. The ship could be the key to humanity's survival in a cosmic conflict that has raged for millennia - or lead to its demise. Can Alexander Walker, the commander of the Golden Nova, overcome the tensions and distrust in his international crew? Does the crew of the Golden Nova stand a chance against the invasion fleet that enters the solar system and threatens to turn Earth into a disenfranchised galactic colony? However this ends, it is a dramatic turning point in human history.
Virtual and Augmented Reality (VR/AR)
Author: Ralf Doerner
Publisher: Springer Nature
ISBN: 3030790622
Category : Computers
Languages : en
Pages : 435
Book Description
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
Publisher: Springer Nature
ISBN: 3030790622
Category : Computers
Languages : en
Pages : 435
Book Description
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.