Virtual & Augmented Reality For Dummies (For Dummies (Computer/Tech))
£16.70
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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Additional information
Publisher | 1st edition (8 Jun. 2018), For Dummies |
---|---|
Language | English |
File size | 15763 KB |
Text-to-Speech | Enabled |
Screen Reader | Supported |
Enhanced typesetting | Enabled |
X-Ray | Not Enabled |
Word Wise | Not Enabled |
Sticky notes | On Kindle Scribe |
Print length | 352 pages |
by miss suzanne brandon
Brilliant
by Doccox
Dummies books are traditionally about “how to do something” , this one is more about the status of new technology and ideas, about possible uses in industry, and its impact on customers / society. At nearly 69 ,I am no luddite (nor a technogeek), but one who remembers the early televisions , first attempts at 3D (films and TV) , the early video games and someone who is interested in what is available now and what to expect for the (immediate) future.
The book ( 332 pages) starts with a few definitions and some history ( The VR headset may be traced back – in concept – to a 1935 SF short story but after crude creations in the 1950’s and a very anticipatory patent has reached a current stage where varying levels of feasibility have been demonstrated). Basically VR is where there is NO vision of the outside real world and AR is where there is an overlay on the outside world vision .We proceed to a review of the current VR devices ( ranging from the cheapest ( Google cardboard) ) and their limitations ( still problems with collision with objects in real space and nausea / headaches due to dis-cordination of eyes , brain and positions of the body). AR is reviewed next and the use of mobile phones using Apple iOS) and Google (Android) support architecture.
Having identified the current status of the technologies and devices, the author then explores use possibilities of AR and VR – mainly into the non consumer applications. There are useful lisings of criteria to be considered before embarking incorporating these technologies into business and other projects.
Interesting overview of a rapidly changing technology and potential markets but by the authors own admission , a snapshot into rapidly emerging markets.
by Zipster Zeus
Usual, dependable Dummies fayre which if familiar, will be as recognisable in format as any other. This is a dynamic subject that is continually developing/evolving so the best a guide like this can do is give a contemporary snapshot of the subject, and this book is a good introduction to the field to get you up to speed. Clear explanations, with plenty of pointers, would recommend.
by Ed.F
Aimed at the non technical reader, it’s a good overview of the current state of affairs with VR/AR/MR and works well to “sheep dip” someone in the topic and perhaps encourage them to find out more. Workmanlike publishing, with slightly variable content levels but useful enough.
by ArtichokesForAll
I’m more used to reading Dummies books that actually give you information about how to do something (e.g. use a particular type of phone, use certain software); this Dummies guide to VR and AVR is somewhat different in that it’s simply talking about the principles involved, but it’s very interesting and useful nevertheless.
The introduction to the book says it assumes some small knowledge of VR and AVR, but this I think isn’t required as it starts at first principles with explaining what each of these things is. There’s a lot of information about how VR and AVR are perceived and function at present, which is informative; this covers practical uses of the technology, platforms on which they are created, and even looks at the market-leaders in creating VR tech. Inevitably the most interesting parts of the book cover what we may have to look forward to in these areas, which is useful to anybody considering investing in or implementing VR or AVR solutions.
All in all the book is informative, clear, and I now know a lot more about the subject than I did before — which is ‘job done’, I suppose. Very useful book.
by Mother of Dragonflies
This gives a current overview of the 2018 tech market in virtual reality and a little detail on what design considerations to mull over. It’s a starter book, either for a consumer looking at the current market or someone looking to get into design. You need more information from elsewhere to get you in deeper, though.
by S. D. Spicer
Another Dummies book. Follows the usual pattern of these books and if you are new to all this stuff, a worthwhile introduction. On the other hand, if you have some knowledge then it won’t surprise you that the book is inevitably slightly out of date already. These are fast moving fields and it would be tricky for anyone to keep up, especially with print deadline.
I do wish in some ways that the two subjects had been the subject of two seperate books. While VR and AR have a lot in common and can overlap in delivery, they are two completely different things really. AR is about adding media to existing scenes – for example furniture to a room or a game like Pokemon Go. VR can be a wrap around image, a 3D game that puts you in the middle of the action, VR is an artificial world that should be/could be immersive, the tech is different to AR and is best experienced with a headset.
Read it if you want to find out a little about what you can do. However, if you want to create AR or VR you’ll have to go elsewhere.
by Lily
The ‘Virtual & Augmented Reality For Dummies’ is another ‘Dummies’ book laid out in typical ‘Dummies’ style. Full of useful information it is written in easy-to-follow language. It makes for a great introduction to the subject.