Book Tips - Augmented Reality
Augmented reality
With the buzz around Pokémon Go, the long-heralded hype around virtual and augmented reality (AR) seems to have finally arrived. For private individuals, 3D glasses with prices well below 1000 euros are now affordable and interesting. TV overlays, as seen most recently at the Rio Olympics, are also an AR play. The use of head-up displays has long since left the military sphere and is becoming increasingly important as support in road traffic. For some time now, companies outside of consumer applications and the gaming industry have also been looking at augmented reality. We encounter data glasses with SAP connectivity in warehouse logistics, for example. They are the next logical step after the integration of mobile applications in this area.
"We must adapt the reality to the ideal, but not this to that. " -Jean Paul
Source: E-3 Magazine - September 2016 issue
Virtual Reality
Virtual reality (VR) is the new buzzword in the technology industry. VR systems allow users to immerse themselves in artificial worlds through glasses with integrated screens. The technology was invented as early as the 1960s by Ivan E. Sutherland. However, it is only now that all the necessary components of a VR system have reached a stage of development that makes the virtual reality experience intensively tangible for the masses. In the long term, virtual reality in its current new qualitative form will be one of the key technologies that will determine our future life in the digital world.
Augmented reality
Augmented reality (AR) can only be understood by those who explore and experience it for themselves. Authors Dirk Schart and Nathaly Tschanz are convinced of this. The practical handbook follows precisely this basic idea: Numerous best-practice examples and live demos can be accessed directly from the book. In addition, it provides a deep understanding of the new visualization medium. Ten milestones of app development help with the practical implementation of AR projects.
Cyber PlacesCyber PlacesCyber Places
The information society cultivates a natural way of dealing with technical devices. Connoted as unreality, the new phenomena of virtuality thereby remain largely unreflected. Tobias Holischka's phenomenological analysis shows that it is precisely the virtual place as a gathering principle that creates a reality that - in contrast to the abstract concept of cyberspace - establishes an ontological connection to the everyday world and in this way expands it.
Interactive systems
Computers are increasingly integrated into the real world, mobile and ubiquitous. More and more 3D content is available, and interacting with it has its own challenges. The author covers the essential aspects of this, such as 3D input and output devices, core tasks, and specific 3D interaction techniques. Building on Volume 1 on the fundamentals of human-computer interaction, this book is devoted to the entire UI development process, among other topics.
Wearable Computing Technology
The author investigated the potential uses of wearables, such as data glasses, in industry. The book also presents study results on acceptance among end users, team leaders and supervisors of an automotive and plastics/foam industry company and comes to the conclusion that an obvious added value and extensive privacy protection must be ensured to increase the acceptance of these systems in the company.