- Microsoft HoloLens By Example
- Joshua Newnham
- 384字
- 2021-07-02 18:35:57
What this book covers
Chapter 1, Enhancing Reality, introduces readers to the concepts of mixed reality, contrasting it against augmented reality (AR) and virtual reality (VR), including a discussion about the opportunities it offers in creating more natural and immersive experiences.
Chapter 2, Tagging the World Using DirectX, begins walking through setting up the environment, and then walks the user through building an augmented reality application that leverages the Microsoft Cognitive Services Computer Vision API to tag recognized content within the users' field of view, specifically, recognizing faces.
Chapter 3, Assistant Item Finder Using DirectX, that explains how to build on top of the previous example by allowing the user to pin tagged items and have the system assist the user navigate back to them.
Chapter 4, Building Paper Trash Ball in Unity, walks the reader through the development of a popular smartphone game--Paper Toss--but unlike the traditional game, the setting will be the user’s physical environment.
Chapter 5, Building Paper Trash Ball Using HoloToolkit in Unity, is a continuation of the last chapter, but looks at reimplementing the project using HoloToolkit and a collection of scripts and components intended to accelerate development of HoloLens application development, and extends it by adding an holographic user interface.
Chapter 6 , Interacting with Holograms Using Unity, explores various ways the user can interact with holograms. We start by discussing gestures, along with allowing the user to touch holograms, then introduce the reader to Voice User Interfaces, walking the reader through extending the application to allow the user to manipulate the hologram using their voice.
Chapter 7, Collaboration with HoloLens Using Unity, outlines building a project where HoloLens is shared across multiple devices. The example is based on a collaborative design review, whereby a design (a 3D model) is streamed to multiple HoloLens devices where it is projected into the real world, allowing for richer engagement and collaboration.
Chapter 8, Developing a Multiplayer Game Using Unity, covers our final example of building a fun multiplayer game inspired by the classic Cannon Fodder, where the user will navigate their team around the environment to eliminate their opponent.
Chapter 9, Deploying Your Apps to the HoloLens Device and Emulator, showcases the process of building and deploying applications to an actual HoloLens device and/or emulator.
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