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Microsoft HoloLens By Example

Microsoft HoloLens By Example

Author: Joshua Newnham

Publisher: Packt Publishing Ltd

ISBN: 9781787122369

Category: Computers

Page: 406

View: 868

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Get to grips with HoloLens development as you create mixed reality apps from scratch About This Book Create awesome Augmented Reality (AR) apps for the Microsoft HoloLens platform Unleash the power of Unity SDK for HoloLens to create next generation AR apps Explore the exciting world of gesture control, visual mapping, voice command for apps, and many more cutting edge possibilities with HoloLens Who This Book Is For This book is for developers who have some experience with programming in any of the major languages such as C#, C++, and so on. You do need any knowledge of Augmented Reality development. What You Will Learn Extend the computing experience beyond the flat glass screen by placing and embedding virtual objects holograms) into the physical world Interact with the holograms using gaze, gestures, and voice Enhance the experience with spatial sound Allow multiple users to naturally collaborate with each other Integrate voice commands into your own HoloLens projects Experiment with techniques to better understand the real world Implement a user interface in Mixed Reality Blend the virtual and physical world by making the holograms interact and react to the physical environment In Detail Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? Do you want to learn the intricacies of working with the HoloLens SDK and create your own apps? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and introduces new ways you can interact with computers (Mixed Reality). It will teach you the important concepts, get you excited about the possibilities, and give you the tools to continue exploring and experimenting. You will go through the journey of creating four independent examples throughout the book, two using DirectX and two using Unity. You will learn to implement spatial mapping and gesture control, incorporate spatial sound, and work with different types of input and gaze. You will also learn to use the Unity 5 SDK for HoloLens and create apps with it. Collectively, the apps explore the major concepts of HoloLens, but each app is independent, giving you the flexibility to choose where to start (and end). Style and approach This book takes an example-based approach where you'll build AR apps with increasing difficulty. You will learn more about HoloLens platform as well as AR app development in general.

Develop Microsoft HoloLens Apps Now

Develop Microsoft HoloLens Apps Now

Author: Allen G. Taylor

Publisher: Apress

ISBN: 9781484222027

Category: Computers

Page: 255

View: 917

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This is the first book to describe the Microsoft HoloLens wearable augmented reality device and provide step-by-step instructions on how developers can use the HoloLens SDK to create Windows 10 applications that merge holographic virtual reality with the wearer’s actual environment. Best-selling author Allen G. Taylor explains how to develop and deliver HoloLens applications via Microsoft’s ecosystem for third party apps. Readers will also learn how HoloLens differs from other virtual and augmented reality devices and how to create compelling applications to fully utilize its capabilities. What You Will Learn: The features and capabilities of HoloLens How to build a simple Windows 10 app optimized for HoloLens The tools and resources contained in the HoloLens SDK How to build several HoloLens apps, using the SDK tools

Handbook of Embodied Psychology

Handbook of Embodied Psychology

Author: Michael D. Robinson

Publisher: Springer Nature

ISBN: 9783030784713

Category: Psychology

Page: 642

View: 557

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This edited volume seeks to integrate research and scholarship on the topic of embodiment, with the idea being that thinking and feeling are often grounded in more concrete representations related to perception and action. The book centers on psychological approaches to embodiment and includes chapters speaking to development as well as clinical issues, though a larger number focus on topics related to cognition and neuroscience as well as social and personality psychology. These topical chapters are linked to theory-based chapters centered on interoception, grounded cognition, conceptual metaphor, and the extended mind thesis. Further, a concluding section speaks to critical issues such as replication concerns, alternative interpretations, and future directions. The final result is a carefully conceived product that is a comprehensive and well-integrated volume on the psychology of embodiment. The primary audience for this book is academic psychologists from many different areas of psychology (e.g., social, developmental, cognitive, clinical). The secondary audience consists of disciplines in which ideas related to embodied cognition figure prominently, such as counseling, education, biology, and philosophy.

Smart Design, Science & Technology

Smart Design, Science & Technology

Author: Artde Donald Kin-Tak Lam

Publisher: CRC Press

ISBN: 9781000408492

Category: Computers

Page: 124

View: 200

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Smart Design, Science & Technology represents the proceedings of the IEEE 6th International Conference on Applied System Innovation (ICASI 2020), which was held in Taitung, Taiwan November 5-8, 2020. The conference received more than 200 submitted papers from at least 11 different countries, whereby roughly one third of these papers was selected by the committees and invited to present at ICASI 2020. This book aims to provide an integrated communication platform for researchers from a wide range of disciplines including information technology, communication science, applied mathematics, computer science, advanced material science, and engineering. Only high quality papers were allowed to publish in the volume. Hopefully, interdisciplinary collaborations between science and engineering technologists in academia and industry will be enhanced via this unique international network.

Marketing in Customer Technology Environments

Marketing in Customer Technology Environments

Author: Devanathan Sudharshan

Publisher: Emerald Group Publishing

ISBN: 9781839096020

Category: Business & Economics

Page: 272

View: 939

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With the rise of virtual reality, augmented reality, the internet of things and more, customers are more engaged, more involved, and easier to reach than ever;while being inundated with increasing amounts of marketing material. This straightforward guide takes you through these new technologies and shows how to leverage them to reach new markets.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality

Author: Timothy Jung

Publisher: Springer

ISBN: 9783319640273

Category: Business & Economics

Page: 384

View: 442

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This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the International AR & VR Conference held in Manchester, UK, in February 2017, the book advances the state of the art in AR and VR technologies and their applications in various industries such as tourism, hospitality, events, fashion, entertainment, retail, education and the gaming industry. The papers presented here cover the most significant topics within the field of AR and VR for both researchers and practitioners, approaching them from a business and management perspective.

Research Handbook on the Law of Virtual and Augmented Reality

Research Handbook on the Law of Virtual and Augmented Reality

Author: Woodrow Barfield

Publisher: Edward Elgar Publishing

ISBN: 9781786438591

Category: Computers

Page: 712

View: 639

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Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.

Microsoft HoloLens Developer's Guide

Microsoft HoloLens Developer's Guide

Author: Dennis Vroegop

Publisher: Packt Publishing Ltd

ISBN: 9781786464385

Category: Computers

Page: 394

View: 884

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Transform the ways you communicate, create, collaborate, and explore using Microsoft HoloLens About This Book Create immersive augmented reality apps for Microsoft HoloLens from scratch Leverage the powerful HoloLens sensors to interact with real-world motions and gestures and make your app life-like Explore the powerful Unity 5 SDK along with the Windows Unified platform to get the most out of your HoloLens app Who This Book Is For If you are a developer who wants to create augmented reality apps for the Microsoft HoloLens platform, then this is the book for you. Coding experience with C# is assumed. What You Will Learn Design an app for HoloLens that is feasible and attractive to use Add gestures and interact with them Create sounds in the app and place them in a 3D space Use voice generation and voice recognition to make your apps more lifelike Interact with the physical environment to place holograms on top of physical objects Compare HoloLens with the other products and know how to use its strengths Use assets from third parties to enrich our app In Detail HoloLens, Microsoft's innovative augmented reality headset, overlaps holograms into a user's vision of their environment. Your ideas are closer to becoming real when you can create and work with holograms in relation to the world around you. If you are dreaming beyond virtual worlds, beyond screens, beyond pixels, and want to take a big leap in the world of augmented reality, then this is the book you want. Starting off with brainstorming and the design process, you will take your first steps in creating your application for HoloLens. You will learn to add gestures and write an app that responds to verbal commands before gradually moving on creating sounds in the app and placing them in a 3D space. You will then communicate between devices in the boundaries of the UWP model. Style and approach This book takes a step-by-step, practical, tutorial-style approach where you will dive deep into HoloLens app development. You will work with the API and write your own complex scripts that would interact with the powerful HoloLens sensors and with realistic examples, you will be able to create immersive 3D apps for HoloLens.

19. Internationales Stuttgarter Symposium

19. Internationales Stuttgarter Symposium

Author: Michael Bargende

Publisher: Springer-Verlag

ISBN: 9783658259396

Category: Technology & Engineering

Page: 1411

View: 278

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In einer sich rasant verändernden Welt sieht sich die Automobilindustrie fast täglichmit neuen Herausforderungen konfrontiert: Der problematischer werdende Rufdes Dieselmotors, verunsicherte Verbraucher durch die in der Berichterstattungvermischte Thematik der Stickoxid- und Feinstaubemissionen, zunehmendeKonkurrenz bei Elektroantrieben durch neue Wettbewerber, die immer schwierigerwerdende öffentlichkeitswirksame Darstellung, dass ein großer Unterschiedzwischen Prototypen, Kleinserien und einer wirklichen Großserienproduktion besteht.Dazu kommen noch die Fragen, wann die mit viel finanziellem Einsatz entwickeltenalternativen Antriebsformen tatsächlich einen Return of Invest erbringen, wer dienotwendige Ladeinfrastruktur für eine Massenmarkttauglichkeit der Elektromobilitätbauen und finanzieren wird und wie sich das alles auf die Arbeitsplätzeauswirken wird.Für die Automobilindustrie ist es jetzt wichtiger denn je, sich den Herausforderungenaktiv zu stellen und innovative Lösungen unter Beibehaltung des hohenQualitätsanspruchs der OEMs in Serie zu bringen. Die Hauptthemen sind hierbei,die Elektromobilität mit höheren Energiedichten und niedrigeren Kosten der Batterienvoranzutreiben und eine wirklich ausreichende standardisierte und zukunftssichereLadeinfrastruktur darzustellen, aber auch den Entwicklungspfad zum schadstofffreienund CO2-neutralen Verbrennungsmotor konsequent weiter zu gehen. Auch dasautomatisierte Fahren kann hier hilfreich sein, weil das Fahrzeugverhalten dann –im wahrsten Sinne des Wortes - kalkulierbarer wird.Dabei ist es für die etablierten Automobilhersteller strukturell nicht immer einfach,mit der rasanten Veränderungsgeschwindigkeit mitzuhalten. Hier haben Start-upseinen großen Vorteil: Ihre Organisationsstruktur erlaubt es, frische, unkonventionelleIdeen zügig umzusetzen und sehr flexibel zu reagieren. Schon heute werdenStart-ups gezielt gefördert, um neue Lösungen im Bereich von Komfort, Sicherheit,Effizienz und neuen Kundenschnittstellen zu finden. Neue Lösungsansätze,gepaart mit Investitionskraft und Erfahrungen, bieten neue Chancen auf dem Weg derElektromobilität, der Zukunft des Verbrennungsmotors und ganz allgemein für dasAuto der Zukunft.

Aging, Technology and Health

Aging, Technology and Health

Author: Richard Pak

Publisher: Academic Press

ISBN: 9780128112731

Category: Psychology

Page: 318

View: 140

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Aging, Health and Technology takes a problem-centered approach to examine how older adults use technology for health. It examines the many ways in which technology is being used by older adults, focusing on challenges, solutions and perspectives of the older user. Using aging-health technology as a lens, the book examines issues of technology adoption, basic human factors, cognitive aging, mental health, aging and usability, privacy, trust and automation. Each chapter takes a case study approach to summarize lessons learned from unique examples that can be applied to similar projects, while also providing general information about older adults and technology. Discusses human factors design challenges specific to older adults Covers the wide range of health-related uses for technology—from fitness to leading a more engaged life Utilizes a case study approach for practical application Envisions what the future will hold for technology and older adults Employs a roster of interdisciplinary contributors

Artificial Intelligence Programming with Python

Artificial Intelligence Programming with Python

Author: Perry Xiao

Publisher: John Wiley & Sons

ISBN: 9781119820963

Category: Computers

Page: 720

View: 904

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A hands-on roadmap to using Python for artificial intelligence programming In Practical Artificial Intelligence Programming with Python: From Zero to Hero, veteran educator and photophysicist Dr. Perry Xiao delivers a thorough introduction to one of the most exciting areas of computer science in modern history. The book demystifies artificial intelligence and teaches readers its fundamentals from scratch in simple and plain language and with illustrative code examples. Divided into three parts, the author explains artificial intelligence generally, machine learning, and deep learning. It tackles a wide variety of useful topics, from classification and regression in machine learning to generative adversarial networks. He also includes: Fulsome introductions to MATLAB, Python, AI, machine learning, and deep learning Expansive discussions on supervised and unsupervised machine learning, as well as semi-supervised learning Practical AI and Python “cheat sheet” quick references This hands-on AI programming guide is perfect for anyone with a basic knowledge of programming—including familiarity with variables, arrays, loops, if-else statements, and file input and output—who seeks to understand foundational concepts in AI and AI development.

Virtual Reality and Augmented Reality

Virtual Reality and Augmented Reality

Author: Bruno Arnaldi

Publisher: John Wiley & Sons

ISBN: 9781119341093

Category: Computers

Page: 370

View: 767

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Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.