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Complete Virtual Reality and Augmented Reality Development with Unity

You're reading from   Complete Virtual Reality and Augmented Reality Development with Unity Leverage the power of Unity and become a pro at creating mixed reality applications

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Product type Course
Published in Apr 2019
Publisher Packt
ISBN-13 9781838648183
Length 668 pages
Edition 1st Edition
Languages
Tools
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Authors (2):
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Jesse Glover Jesse Glover
Author Profile Icon Jesse Glover
Jesse Glover
Jonathan Linowes Jonathan Linowes
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Jonathan Linowes
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Toc

Table of Contents (24) Chapters Close

Title Page
Copyright
About Packt
Contributors
Preface
1. Virtually Everything for Everyone 2. Content, Objects, and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Animation and VR Storytelling 10. What AR is and How to Get Set up 11. GIS Fundamentals - The Power of Mapping 12. Censored - Various Sensor Data and Plugins 13. The Sound of Flowery Prose 14. Picture Puzzle - The AR Experience 15. Fitness for Fun - Tourism and Random Walking 16. Snap it! Adding Filters to Pictures 17. To the HoloLens and Beyond 1. Other Books You May Enjoy Index

The difference between virtual reality and augmented reality


It's probably worthwhile to clarify what virtual reality is not.

A sister technology to VR is augmented reality (AR), which combines computer-generated imagery (CGI) with views of the real world. AR on smartphones has recently garnered widespread interest with the introduction of Apple's ARKit for iOS and Google ARCore for Android. Further, the Vuforia AR toolkit is now integrated directly with the Unity game engine, helping to drive even more adoption of the technology. AR on a mobile device overlays the CGI on top of live video from a camera.

The latest innovations in AR are wearable AR headsets, such as Microsoft's HoloLens and Magic Leap, which show the computer graphics directly in your field of view. The graphics are not mixed into a video image. If VR headsets are like closed goggles, AR headsets are like translucent sunglasses that combine the real-world light rays with CGI. A challenge for AR is ensuring that the CGI is consistently aligned with and mapped onto the objects in the real-world space and to eliminate latency while moving about so that they (the CGI and objects in the real-world space) stay aligned.

AR holds as much promise as VR for future applications, but it's different. Though AR intends to engage the user within their current surroundings, virtual reality is fully immersive. In AR, you may open your hand and see a log cabin resting in your palm, but in VR, you're transported directly inside the log cabin and you can walk around inside it.

We are also beginning to see hybrid devices that combine features of VR and AR and let you switch between modes.

Note

If you are interested in developing applications for AR, please also refer to the author's book Augmented Reality for Developers from Packt Publishing (https://www.packtpub.com/web-development/augmented-reality-developers).

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