Practical augmented reality : (Record no. 31510)

000 -LEADER
fixed length control field 07977cam a22003855i 4500
001 - CONTROL NUMBER
control field 19160913
003 - CONTROL NUMBER IDENTIFIER
control field OSt
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20190707234212.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field ta
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 190426b2017 mau||||| |||| 00| 0 eng d
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2016946688
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780134094236 (pbk. : alk. paper)
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Description conventions rda
Transcribing agency
Modifying agency HNU
042 ## - AUTHENTICATION CODE
Authentication code pcc
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Edition number 23
Classification number 006.8 Au49
085 ## - SYNTHESIZED CLASSIFICATION NUMBER COMPONENTS
Number where instructions are found-single number or beginning number of span GRef/COECS/E
085 ## - SYNTHESIZED CLASSIFICATION NUMBER COMPONENTS
-- 23
Number where instructions are found-single number or beginning number of span GRef/COECS/E 006.8 Au49
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Aukstakalnis, Steve.
9 (RLIN) 17202
245 10 - TITLE STATEMENT
Title Practical augmented reality :
Remainder of title a guide to the technologies, applications and human factors for ar and vr /
Statement of responsibility, etc. Steve Aukstakalnis.
263 ## - PROJECTED PUBLICATION DATE
Projected publication date 1609
264 ## - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Boston, Masachusetts, USA :
Name of producer, publisher, distributor, manufacturer Addison-Wesley ;
-- Pearson Education Limited,
Date of production, publication, distribution, manufacture, or copyright notice ©2017.
300 ## - PHYSICAL DESCRIPTION
Extent xx, 420 pages :
Other physical details color illustrations ;
Dimensions 23 cm
336 ## - CONTENT TYPE
Content type term text
Content type code text
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes index.
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note Part I. Introduction to augmented and virtual reality : Computer-generated worlds : What Is augmented reality? ; What Is virtual reality? -- Understanding virtual space : Defining visual space and content ; Defining position and orientation in three dimensions ; Navigation -- Part II. Understanding the human senses and their relationship to output/input devices : Mechanics of sight : Visual pathway ; Spatial vision and depth cues -- Component technologies of head-mounted displays : Display fundamentals ; Related terminology and concepts ; Optical architectures -- Augmenting displays : Binocular augmenting displays ; Monocular augmenting displays -- Fully immersive displays : PC-console driven displays ; Smartphone-based displays ; CAVES and walls ; Hemispheres and domes -- Mechanics of hearing : Defining sound ; The auditory pathway ; Sound cues and 3D localization ; The vestibular system -- Audio displays : Conventional audio -- Mechanics of feeling : The science of feeling ; Anatomy and composition of the skin -- Tactile and force feedback devices : Haptic illusions ; Tactile feedback devices ; Force feedback devices -- Sensors for tracking position, orientation, and motion : Introduction to sensor technologies ; Optical trackers ; Beacon trackers ; Electromagnetic trackers ; Inertial sensors ; Acoustic sensors -- Devices to enable navigation and interaction : 2D versus 3D interaction and navigation ; The importance of a manual interface ; Hand and gesture tracking ; Whole body tracking ; Gaming and entertainment interfaces ; Navigating with your mind -- Part III. Applications of augmented and virtual reality : Gaming and entertainment : Virtual reality and the arts ; Gaming ; Immersive video/cinematic virtual reality -- Architecture and construction : Artificial spaces ; Architectural design: Mangan Group Architects ; Construction management ; Real estate sales applications ; Architectural acoustics -- Science and engineering : Simulate and innovate ; Naval architecture and marine engineering ; Automotive engineering ; Aerospace engineering ; Nuclear engineering and manufacturing -- Health and medicine : Advancing the field of medicine ; Training applications ; Treatment applications -- Aerospace and defense : Flight simulation and training ; Mission planning and rehearsal ; Dismounted soldier situational awareness ; Advanced cockpit avionics ; Space operations -- Education : Tangible skills education ; Theory, knowledge acquisition, and concept formation -- Information control and big data visualization : What Is big data? : Big data analytics and human vision -- Telerobotics and telepresence : Defining telerobotics and telepresence ; Space applications and robonaut ; Undersea applications ; Terrestrial and airborne applications -- Part IV. Human factors, legal, and social considerations : Human factors considerations : What are human factors? ; Physical side effects ; Visual side effects -- Legal and social considerations : Legal considerations ; Moral and ethical considerations -- The future : Wide-angle view of things to come ; Short-term outlook ; Long-term outlook.
520 ## - SUMMARY, ETC.
Summary, etc. This is the most comprehensive and up-to-date guide to the technologies and applications of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Ideal for practitioners and students concerned with any application, from gaming to medicine, it brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Practical Augmented Reality begins by explaining the mechanics of human sight, hearing and touch, showing how these mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. It presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aerospace and air traffic control, defense, medicine, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including Oculus (Facebook) Rift, Sony Morpheus, Google Glass, and many more. Functional diagrams clearly explain how each device operates, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers human factors, including sense and motor physiology constraints; resolution and realism; fields of view, angles, and distortion; latency and time display; flicker vertigo, phobia effects, and motion sickness. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies
520 ## - SUMMARY, ETC.
Summary, etc. 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. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins 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. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, 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, and 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.
546 ## - LANGUAGE NOTE
Language note Text in English
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Augmented reality.
9 (RLIN) 17203
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computers and IT.
9 (RLIN) 12664
906 ## - LOCAL DATA ELEMENT F, LDF (RLIN)
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942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Koha item type General Reference

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