Understanding Augmented Reality Concepts and Applications

ISBN-10: 0240824083

ISBN-13: 9780240824086

Edition: 2013

Authors: Alan B. Craig

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Augmented reality is one of the newest innovations in the electronics industry. It is the superimposing of graphics, audio and other sense enhancements onto real-time environments - combining the physical and virtual worlds. Recent examples include the following: on TV, you have the super-imposed first down line in football games; on cell phones, apps now use the  phone's camera and GPS capabilities to gather info about one's surrounding area, overlaying this information on the phone's screen.   The essential components of Augmented Reality are simple: A computer (cell phone or laptop), a camera, sensors (GPS, touch, accelerometer, compass) and finally tracking software. But there are so many ways to develop AR technologies. Some applications are dependent on computer vision algorithms; others use other devices such as GPS, gyroscopes, accelerometers and other sensors. Likewise, numerous software libraries are emerging that offer different approaches to AR technologies. It is confusing, at best, trying to determine the best approach to take, and the most appropriate system architecture and software to use when developing your own AR applications.   Enter this book - a technical overview to the entire medium that provides the necessary background of what AR really is, the lay of the land in terms of hardware, software, interaction techniques, content development, and usability concerns to prepare you to create compelling and appropriate AR applications. Explore the different techniques and approaches used in developing AR applications. This book helps untangle the seemingly endless different approaches that are being taken in the market today.Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers.Associated website includes: sample projects and additional code, cool application examples available for download, links to interesting applications that support the points being made in the book.
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Book details

List price: $59.95
Copyright year: 2013
Publisher: Elsevier Science & Technology Books
Publication date: 6/5/2013
Binding: Paperback
Pages: 296
Size: 7.50" wide x 9.25" long x 0.50" tall
Weight: 1.408
Language: English

Foreword to Alan B. Craig's Understanding Augmented Reality
About the Author
What Is Augmented Reality?
Where Did Augmented Reality Come From?
Other Enhancements
Why Digital Enhancement of the Real World Rather Than Physical Enhancement?
Augmented Reality
The Physical World Is Augmented by Digital Information That is Superimposed on a View of the Physical World
The Information Is Displayed in Registration with the Physical World
The Information Displayed Is Dependent on the Geographic Location of the Real World and the Physical Perspective of the Person in the Physical World
The Relationship Between Augmented Reality and Other Technologies
Other Ideas Related to the Spectrum Between Real and Virtual Worlds
Summary of Related Technologies
Augmented Reality Concepts
How Does Augmented Reality Work?
The Two-Step Process of Augmented Reality Applications
Concepts Related to Augmented Reality
Computer Graphics
Depth Cues
Registration and Latency
Ingredients of an Augmented Reality Experience
Augmented Reality Application
The Physical World
Augmented Reality Hardware
Major Hardware Components for Augmented Reality Systems
Augmented Reality System
Augmented Reality Software
Major Software Components for Augmented Reality Systems
Software Involved Directly in the Augmented Reality Application
Software Used to Create the Augmented Reality Application
Software used to Create Content for the Augmented Reality Application
Software for Creating and Editing Three-Dimensional Graphics
Other Software Related to Augmented Reality
Putting It All Together
Content Is Key!-Augmented Reality Content
What Is Content?
Attributes of Different Ways of Representing Content
Creating Visual Content
Three-Dimensional Objects
Two-Dimensional Images
Visual Elements That Vary with Time (Animation)
Creating Audio Content
Creating Content for Other Senses (Touch, Taste, Smell)
Representation and Perceptual Issues
Representation and Our Senses
Interaction in Augmented Reality
What Is Interaction?
Interaction in the Real World
Communication and Multiperson Augmented Reality Applications
Interaction in Projected Augmented Reality Environments
Subjective vs Objective Point of View
Mobile Augmented Reality
What Is Mobile Augmented Reality?
Advantages and Disadvantages of Mobile Augmented Reality
Advantages of Mobile Augmented Reality Applications
Disadvantages of Mobile Augmented Reality Applications
Architectures for Mobile Augmented Reality Systems
Augmented Reality Applications
What Makes a Good Augmented Reality Application?
Application Areas
Magic Books
Magic Mirrors
Magic Windows and Doors
Magic Lens
Navigation Assistance
Nonreferential Augmentation
Objective View Augmented Reality
Collaborative Augmented Reality
Applying Augmented Reality to a Problem
Evaluating Augmented Reality Applications
Why Evaluate Augmented Reality Applications?
Evaluation Questions
Example Augmented Reality Applications
The Ethnobotany Workbook.
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T. rex
The Future of Augmented Reality
The Current State of Augmented Reality
The State of Augmented Reality Applications
The State of Augmented Reality Technology
The State of Augmented Reality Content Development
Why Consider the Future?
Trends in Augmented Reality
Trends Toward Mobile Augmented Reality Applications
A Trend Away from Specialized Fiducial Markers
A Trend Toward improved Tracking and Hybrid Tracking Technologies
A Trend Toward Less Encumbrance with Augmented Reality Systems
A Trend Toward Display to More Senses with Augmented Reality Systems
A Trend Toward Higher Fidelity Representations and Displays
A Slow Trend Toward Projection Augmented Reality Systems
A Trend Toward More Control Being Done in the Real World
A Trend Toward Multiperson Applications and Private Applications
A Trend Toward Applications with Readily Swappable Content
A Trend Toward Repositories of Augmented Reality Content and Applications
A Trend Toward More Application Areas
A Trend Toward Ubiquitous Content and Channels of Augmentations
A Trend Toward New Mechanisms for Augmentation Discovery
A Trend Toward Easy-to-Use Authoring Tools for Augmented Reality Experiences
A Trend Toward Attention to Disabilities and Challenges
A Trend Toward Better, More Formal Evaluation of Augmented Reality Experiences
Intellectual Property in Augmented Reality Applications
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