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by Paul Mealy
Virtual & Augmented Reality For Dummies
Cover
Introduction
About This Book
Foolish Assumptions
Icons Used in This Book
Beyond the Book
Where to Go from Here
Part 1: Getting Started with Virtual and Augmented Reality
Chapter 1: Defining Virtual and Augmented Reality
Introducing Virtual Reality and Augmented Reality
Looking at Some Other Types of Virtual and Augmented Reality
Taking a Quick History Tour
Evaluating the Technology Hype Cycle
Chapter 2: Exploring the Current State of Virtual Reality
Looking at the Available Form Factors
Focusing on Features
Considering Controllers
Recognizing the Current Issues with VR
Assessing Adoption Rates
Chapter 3: Exploring the Current State of Augmented Reality
Looking at the Available Form Factors
Considering Controllers
Recognizing the Current Issues with Augmented Reality
Assessing Adoption Rates
Part 2: Consuming Content in Virtual and Augmented Reality
Chapter 4: Consuming Content in Vir tual Reality
Exploring Consumer-Grade Virtual Reality
Identifying Near-Future Hardware
Comparing Current and Future Options
Chapter 5: Consuming Content in Augmented Reality
Exploring Consumer-Grade Augmented Reality
Identifying Near-Future Hardware
Comparing Current and Future Options
Part 3: Creating Content in Virtual and Augmented Reality
Chapter 6: Evaluating Your Project
Assessing Your Project’s Technology Needs
Choosing Virtual Reality
Choosing Augmented Reality
Chapter 7: Planning Your Virtual Reality Project
Defining Your Virtual Reality Project
Exploring Design Principles in Virtual Reality
Defining Your Social Experience
Chapter 8: Planning Your Augmented Reality Project
Defining Your Augmented Reality Project
Exploring Design Principles in Augmented Reality
Defining Your Social Experience
Chapter 9: Creating Content for Virtual and Augmented Reality
Assessing Design Software
Capturing Real Life
Assessing Development Software
Distributing Your Content
Part 4: Virtual and Augmented Reality in the Wild
Chapter 10: Exploring Virtual Reality Use Cases
Art
Education
Entertainment
Healthcare
Gaming
Chapter 11: Exploring Augmented Reality Use Cases
Art
Education
Industry and Commerce
Entertainment
Utilities
Part 5: The Future of Virtual and Augmented Reality
Chapter 12: Assessing the Future of Virtual Reality
Anticipating the Near-Future Changes
Considering Virtual Reality’s “Killer App”
Predicting the Impact
Chapter 13: Assessing the Future of Augmented Reality
Analyzing Near Future Changes
Considering AR’s “Killer App”
Predicting the Impact
Part 6: The Part of Tens
Chapter 14: Ten Questions about Virtual and Augmented Reality
How Will Virtual and Augmented Reality Affect Me?
Which Technology Will Win?
What If I Don’t Have a Headset?
How Large Will the Virtual and Augmented Reality Consumer Markets Get?
When Should I Enter the Market as a Consumer?
When Should My Company Enter the Market?
Which Virtual Reality Headset Is Right for Me?
What Could Impede the Growth of Virtual and Augmented Reality?
Are There Lasting Physical Effects?
What Is the Future of Virtual and Augmented Reality?
Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality
Travel
Museums
Aerospace
Retail
Military
Education
Entertainment
Real Estate
Advertising and Marketing
The Unknown
Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today
Google Translate
Amazon AR View
Blippar
AR City
ARise
Ingress and Pokémon Go
MeasureKit and Measure
InkHunter
Sketch AR
Find Your Car and Car Finder AR
About the Author
Advertisement Page
Connect with Dummies
Index
End User License Agreement
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