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This is the most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Ideal for practitioners and students alike, it brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and other enabling technologies and tools that are already commercially available or will be soon.
Beginning with a Foreword by NASA research scientist Victor Luo, Practical Augmented Reality starts by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices.
The book presents revealing case studies of real-world applications from gaming, entertainment, Big Data visualization, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content.
Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, as well as vergence-accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies, as well as provides a look next generation systems.
- Sales Rank: #313343 in Books
- Published on: 2017-09-18
- Original language: English
- Number of items: 1
- Dimensions: 8.90" h x .80" w x 7.00" l, .0 pounds
- Binding: Paperback
- 448 pages
Review
“A valuable addition to the library of anyone setting out on their virtual journey.”
—Dr Rab Scott Head of VR, Nuclear AMRC
“A well-presented introduction to advanced visualization technologies, which will provide readers with an informed overview of this fast-paced, high-tech industry.”
—Chris Freeman, Augmented Reality Technical Fellow, University of Sheffield AMRC
“Filled with excellent, imaginative information that will inform both experienced and first-time readers alike. Practical Augmented Reality is worth reading not only for its wealth of data and research, but also for its insights into the markets and opportunities ahead of us. If you have an interest in this exciting new technology, this is a must-have resource and an enjoyable exploration into this brave new world.”
—Roy Taylor Corporate Vice President for Content and Technology, AMD (Advanced Micro Devices)
“Steven Aukstakalnis stands on the ever-changing edge of the virtual and augmented reality world. Drawing from a rich history in the industry, he is able to share a clear understanding of the technologies, products, and ideas that will reshape the way we work and play. May the knowledge he shares empower you to help create a truly fantastic new future!”
—Brent Baier, Creator of the Peregrine Glove
“Mixed or augmented reality is a grand frontier not only for computation, but for how people experience their world and each other. This book sets a frame around that which isn’t framed. Read it in order to understand our new world.”
—Jaron Lanier, Author of Who Owns the Future and You Are Not A Gadget
About the Author
Steve Aukstakalnis is the former Director of the Virtual Environment and Interactive Systems Program at the National Science Foundation's Engineering Research Center for Computational Field Simulation. There, his work focused on the application of stereoscopic visually-coupled visual displays and interactive techniques in such areas as architecture, engineering, scientific visualization and national defense. He has served on the research staff at the University of Washington as well as the faculty of Mississippi State University. Steve has served an invited lecturer, instructor and researcher on the topic of virtual reality and advanced visual simulation for such organizations as the Dept. of Defense, U.S. Army, Naval Oceanographic Office, Nat'l Reconnaissance Office, University of Michigan, Pepperdine University, Purdue, Dartmouth, Nat'l Taiwan University, the Smithsonian Institution and a host of other universities, corporations and government agencies across N. America and around the world.
Most helpful customer reviews
2 of 2 people found the following review helpful.
Excellent book on AR
By mnoble
This book was a very well written overview of AR and its various concepts and challenges. I read the other book on AR by the same publisher (AR Principles and Practice) and found this one to be much more accessible. I did finish the two of them and they're both good. The other one does dive into more nitty gritty detail about things like how computer vision and tracking are actually implemented from a mathematical standpoint, but I'm not really sure that's necessary for many people. If anyone would ask me today about learning AR/VR/MR, this is the book I would recommend reading to get a solid understanding of the field as opposed to books that only give a superficial treatment of the topic or engender the opposite effect of having your eyes glaze over from too much information.
0 of 0 people found the following review helpful.
Well written and technically accurate!
By Alex Baydar
Excellent read for anyone looking to learn about AR!
0 of 1 people found the following review helpful.
Excellent book that is well written
By Dolores Joya
Excellent book that is well written. This book provides a deep scientific, thoroughly researched perspective on the wide spectrum of concepts that is augmented reality. I highly recommend this book if you are interested in fully understanding the landscape. This is not a technical implementation manual, for that I would recommend something like The VR Book which goes into UX production workflow and testing.
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