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Practical Augmented Reality : A Guide to the Technologies, Applications, and Human Factors for AR and VR

Practical Augmented Reality : A Guide to the Technologies, Applications, and Human Factors for AR and VR - image 1 of 1

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A comprehensive exploration of the state-of-the-art enabling technologies and applications of wearable computing systems. The mechanics of sight, hearing and touch are explained along with how their range of performance directly relates to the design and application of wearable displays, 3-D audio and tactile/force feedback devices. Emphasis is placed the latest commercially available displays, sensors and DIY trends driving the broad increase in awareness and interest in the field.


"Augmented Reality" refers to see-through computer displays that overlay graphics and information onto your real-world view. Some of these displays look like regular glasses. "Virtual Reality" refers to new computer displays that cover the user's eyes and provide the visual sensation of actual presence inside of a computer-generated, 3-D world. The user is able to look left, right, up, down and to move

through the computer-generated world in a manner similar the real world.


These new technologies are extremely important and growing in popularity as they make computer games far more realistic, solve visualization problems in fields ranging from aerospace to medicine, and as well as increase data understanding in science and engineering applications.


This book is in-depth guide to understanding the technologies and applications of augmented and virtual reality systems and wearable computing devices. The mechanics of sight, hearing and touch are explained, as well as how their mechanisms and range of performance directly dictates the design and use of these revolutionary man-machine interfaces.


Numerous case studies of real-world applications are provided from such fields as gaming and

entertainment, engineering and design, aerospace and defense, medicine, and architecture.


This book covers:

  • The mechanics of our senses of sight, hearing and touch.
  • Head-mounted diplays, 3-D audio solutions and tactile/force feedback devices.
  • Human factors considerations, legal implications of the new technologies as well as a look at potential
  • societal impact.
Number of Pages: 420
Genre: Computers + Internet
Sub-Genre: Computer Graphics / Game Programming + Design, Virtual Reality
Series Title: Usability
Format: Paperback
Publisher: Prentice Hall
Author: Steve Aukstakalnis
Language: English
Street Date: September 18, 2016
TCIN: 51125909
UPC: 9780134094236
Item Number (DPCI): 248-15-7166

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