Book Description

Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go.

Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress.

After reading Pro iOS 5 Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality techniques and tools into your existing apps.

What you'll learn

  • The differences in hardware sensors, cameras and more between the iPhone 4 and iPhone 4S, iPod touch, iPad and iPad 2

  • How to use MapKit and integrate it into your app

  • How to play and record sound within an augmented reality app

  • How to use the iPhone or iPad camera and video

  • How to program against the accelerometer and gyroscope to detect movement and the orientation of the iPhone or iPad

  • How to access and use the information from the magnetometer (compass)

  • How to use cocos2D to overlay a heads-up display on the camera view

  • How to integrate facial recognition into your app

  • How to build augmented reality feature-rich enterprise game and Facebook apps

Who this book is for

This book is for iOS developers familiar with iOS programming, but new to the camera, accelerometer, magnetometer and building augmented reality applications in general.

Table of Contents

  1. Title
  2. Contents at a Glance
  3. Contents
  4. About the Author
  5. About the Technical Reviewers
  6. Acknowledgments
  7. Preface
  8. Chapter 1: Introduction
    1. Augmented Reality in the Real and Cyber World
    2. Getting Your House in Order
    3. What's Next?
    4. Summary
  9. Chapter 2: Hardware Comparison
    1. Out with the Old
    2. Hardware Components
    3. Enforcing Hardware Requirements
    4. Summary
  10. Chapter 3: Using Location Services
    1. You Are Here
    2. Viewing on the Map
    3. Reverse Geocoding
    4. Summary
  11. Chapter 4: iOS Sensors
    1. Orientation Sensors
    2. Summary
  12. Chapter 5: Sound and User Feedback
    1. Audio Data Formats
    2. Playing Sound in an iOS Application
    3. Recording Sound
    4. Summary
  13. Chapter 6: Camera and Video Capture
    1. Quick Review
    2. Photo Capture
    3. Video Capture
    4. Summary
  14. Chapter 7: Using cocos2D for AR
    1. Overview
    2. Installation
    3. Hello Augmented World
    4. cocos2D Concepts
    5. Adding Effects
    6. Adding a HUD Layer
    7. Summary
  15. Chapter 8: Building a cocos2D AR Game
    1. Overview
    2. Creating the Project
    3. Creating the Game Menu
    4. Adding the Menu Option
    5. Finishing the Action Layer
    6. Here Come the Pumpkins
    7. Ending the Game
    8. Summary
  16. Chapter 9: Third-Party Augmented Reality Toolkits
    1. Overview
    2. Powered by String
    3. Qualcomm SDK
    4. Building Our Own QCAR Demo
    5. ARKit
    6. Summary
  17. Chapter 10: Building a Marker-Based AR Application with OpenGL ES
    1. Building a Marker
    2. Creating the Project
    3. Summary
  18. Chapter 11: Building a Social AR Application
    1. Getting Set Up
    2. Vocabulary Lesson
    3. Building the Application
    4. Adding Social Context
    5. Summary
  19. Chapter 12: Facial-Recognition Techniques
    1. Choices for Facial Recognition
    2. Using the OpenCV Approach
    3. Using the CIDetector Class Approach
    4. Using the Face.com API Approach
    5. Measuring Performance
    6. Summary
  20. Chapter 13: Building a Facial Recognition AR App
    1. The Application’s Purpose
    2. Getting Set Up
    3. Project Structure
    4. Setting Up the Main Scene
    5. Face.com API
    6. Adding a Twilio Callout
    7. Summary
  21. Index