Author: Poh Yee Tan
This project provides the public with an attractive and interactive interior design application using Augmented Reality. Nowadays, there are a lot of people familiar with the computer system and communication technologies. Hence this exploring the prospect of a new form of Virtual Reality (VR) application called Augmented Reality (AR) technology develops more rapidly. Augmented reality is a field of research which deals with the combination of real-world and virtual environment. It is an environment that applies between virtual reality and real environment. There are several problems induce me to create an interior design application in AR. Nowadays, people are busy with their work. People are no time to go to various stores to buy furniture for their home, shop or office. There is difficult to fulfil the customers contentment of decorate their room without imaginary picture to refer. Printed furniture catalog is basically a paper based information with lots of texts and images which does not provide any interaction for the user. And people can"t view a better graphics of visualization because the design layout is statically presented on papers. Due to that, AR and 3D technology must be applied into interior design area. It is an application which includes furniture and furnishings will develop in three-dimensional surface of object and present by using augmented reality. It will perform the interactive and attract the attention from the public. In this project, I choose Waterfall methodology as a guideline to develop my product throughout this project. By having a methodology, I can carry out my project successfully. As we know, augmented reality technology is still new in our country, but it is a fact that AR technologies would potentially to be the future technology trend to the public.
Author: Jason Jerald
Publisher: Morgan & Claypool
Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.
Author: Scott Highton
Publisher: Virtual Reality Photography
A reference book on the art and techniques of virtual reality photography by one of the pioneers in the field, Scott Highton.The book includes sections on Photography Basics, Panoramic VR Imaging, Object VR Imaging, and Business Practices.Intended audience includes both professional and amateur photographers, as well as multimedia authors and designers.
Author: Casey Fictum
Recently updated for 2017! If you're looking to get into VR design, UX or storytelling, this is your first stop. It's a lean 100+page approach to the roots of a VR experience based on the current technology stack. You'll learn the basics, some advanced tips, and the problems that are still pending in the VR UX community. Top 50 book in Product Design in 2016 Featured on the list of VR UX resources provided by uxofvr.com
Author: Steve Aukstakalnis
Publisher: Addison-Wesley Professional
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.
Author: Jon Duckett
Publisher: John Wiley & Sons
Author: Tony Parisi
Publisher: "O'Reilly Media, Inc."
Author: Jesse Schell
Publisher: CRC Press
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Author: Mitch McCaffrey
Publisher: Addison-Wesley Professional
This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. “With his YouTube channel, Mitch’s VR Lab, Mitch has helped thousands of people understand the foundations of locomotion and interaction mechanics with clear and concise UE4 videos. I’m thrilled that he has taken the time to bring all his knowledge and experience in working with Unreal Engine and Virtual Reality to the Unreal® Engine VR Cookbook…. Mitch is uniquely qualified to share this book with the world.” —Luis Cataldi, Unreal Engine Education, Epic Games, Inc. For game developers and visualization specialists, VR is the next amazing frontier to conquer—and Unreal Engine 4 is the ideal platform to conquer it with. Unreal ® Engine VR Cookbook is your complete, authoritative guide to building stunning experiences on any Unreal Engine 4-compatible VR hardware. Renowned VR developer and instructor Mitch McCaffrey brings together best practices, common interaction paradigms, specific guidance on implementing these paradigms in Unreal Engine, and practical guidance on choosing the right approaches for your project. McCaffrey’s tested “recipes” contain step-by-step instructions, while empowering you with concise explanations of the underlying theory and math. Whether you’re creating first-person shooters or relaxation simulators, the techniques McCaffrey explains help you get immediate results, as you gain “big picture” knowledge and master nuances that will help you succeed with any genre or project. Understand basic VR concepts and terminology Implement VR logic with Blueprint visual scripting Create basic VR projects with Oculus Rift, HTC Vive, Gear VR, Google VR, PSVR, and other environments Recognize and manage differences between seated and standing VR experiences Set up trace interactions and teleportation Work with UMG and 2D UIs Implement character inverse kinematics (IK) for head and hands Define effective motion controller interaction Help users avoid motion sickness Optimize VR applications Explore the VR editor, community resources, and more If you’re ready to master VR on Unreal Engine 4, this is the practical resource you’ve been searching for! Register your product at informit.com/register for convenient access to downloads, updates, and corrections as they become available.
Author: Tilanka Chandrasekera
The aim of the study is to investigate how VR and AR interfaces affect the creative design process in design education. Theories from cognitive psychology, information sciences, and design cognition are provide an explanatory mechanism to indicate that epistemic action reduces cognitive load, thereby reducing fixation in the design process and enhancing the creative design process. Thirty undergraduate design students were randomly divided into two groups that used AR or VR to complete a simple project that required students to design the interior of an office. Mixed qualitative and quantitative methods were used. A linkography protocol was used to understand the effect of different interfaces on the creative design process and a questionnaire was administered to examine the effect of user characteristics on the creative design process. Results of the study indicated that AR interfaces tend to encourage more epistemic actions during the design process than the VR interfaces. Epistemic actions were found to reduce the cognitive load thereby reducing fixation in the creative design process. From calculating entropy of the design process, AR appeared to provide a more conducive environment for creativity than VR. The second part of the study focuses on how individual characteristics of the students moderate the effect of technology traits in enhancing the creative design process. Learner preferences were analyzed through learning styles and technology acceptance was measured to understand how different learning styles affect technology acceptance of the two media types of AR and VR. The theoretical background suggests that perceived ease of use correlates with creativity. Hence, learner preferences were hypothesized to affect the use of different types of media in the creative design process. The results did not indicate that learner preferences affected the creative design process but did support the conclusion that certain user preferences lead to higher acceptance levels for technology.
Author: Constantine Stephanidis
The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.
Author: Michael Wolff
Publisher: Henry Holt and Company
#1 New York Times Bestseller With extraordinary access to the West Wing, Michael Wolff reveals what happened behind-the-scenes in the first nine months of the most controversial presidency of our time in Fire and Fury: Inside the Trump White House. Since Donald Trump was sworn in as the 45th President of the United States, the country—and the world—has witnessed a stormy, outrageous, and absolutely mesmerizing presidential term that reflects the volatility and fierceness of the man elected Commander-in-Chief. This riveting and explosive account of Trump’s administration provides a wealth of new details about the chaos in the Oval Office, including: -- What President Trump’s staff really thinks of him -- What inspired Trump to claim he was wire-tapped by President Obama -- Why FBI director James Comey was really fired -- Why chief strategist Steve Bannon and Trump’s son-in-law Jared Kushner couldn’t be in the same room -- Who is really directing the Trump administration’s strategy in the wake of Bannon’s firing -- What the secret to communicating with Trump is -- What the Trump administration has in common with the movie The Producers Never before in history has a presidency so divided the American people. Brilliantly reported and astoundingly fresh, Fire and Fury shows us how and why Donald Trump has become the king of discord and disunion. “Essential reading.”—Michael D’Antonio, author of Never Enough: Donald Trump and the Pursuit of Success, CNN.com “Not since Harry Potter has a new book caught fire in this way...[Fire and Fury] is indeed a significant achievement, which deserves much of the attention it has received.”—The Economist
Author: Joseph DeChiara, Julius Panero, Martin Zelnik
Publisher: McGraw Hill Professional
The "Silver Bible" -- thoroughly revised, updated and redesigned Interior designers, architects, and other design professionals can still turn to the field’s beloved "Silver Bible" for a wealth of information related to the design and planning of residential and commercial interiors. But now, Time-Saver Standards for Interior Design and Space Planning, Second Edition goes even further to truly make the classic interior design reference the standard in its field. From standard furniture dimensions to architectural woodwork details, you’ll find a vast array of time-saving data and details. Editors Joseph DeChiara, Julius Panero, and Martin Zelnik have brought together contributions from well-known architectural and interior design firms to give you details derived from actual designs and working drawings, showing various solutions for typical design problems encountered in interior architecture. You get a wide range of typical layouts and residential spaces, offices, conference rooms, and reception areas, in addition to details of bars, restaurants, and public toilets. This exciting new edition includes new international examples and metrification – and provides you with full coverage of healthcare spaces, educational spaces; home offices; videoconferencing spaces; green design; project forms and schedules. Two outstanding sections cover historic styles and woodworking.
Author: Manuel Martinez, Raimar Scherer
Publisher: CRC Press
The task of structuring information on built environment has presented challenges to the research community, software developers and the industry for the last 20 years. Recent work has taken advantage of Web and industry standards such as XML, OWL, IFC and STEP. Another important technology for the fragmented AEC industry is digital communication. Wired or wireless, it brings together architects, engineers and construction site workers, enabling them to exchange information, communicate and work together. Virtual enterprise organization structures, involving mobile teams over distance, are highly compatible with the needs of the construction industry.