Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
HoloLens Blueprints
HoloLens Blueprints

HoloLens Blueprints: Build immersive AR and Mixed Reality Applications

Arrow left icon
Profile Icon Jana Profile Icon Rao Profile Icon Sharma
Arrow right icon
$48.99
Paperback Jun 2017 336 pages 1st Edition
eBook
$9.99 $39.99
Paperback
$48.99
Subscription
Free Trial
Renews at $19.99p/m
Arrow left icon
Profile Icon Jana Profile Icon Rao Profile Icon Sharma
Arrow right icon
$48.99
Paperback Jun 2017 336 pages 1st Edition
eBook
$9.99 $39.99
Paperback
$48.99
Subscription
Free Trial
Renews at $19.99p/m
eBook
$9.99 $39.99
Paperback
$48.99
Subscription
Free Trial
Renews at $19.99p/m

What do you get with Print?

Product feature icon Instant access to your digital eBook copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Table of content icon View table of contents Preview book icon Preview Book

HoloLens Blueprints

Digital Reality - Under the Hood

Welcome to the world of Digital Reality. The purpose of Digital Reality is to bring immersive experiences, such as taking or transporting you to different world or places, make you interact within those immersive, mix digital experiences with reality, and ultimately open new horizons to make you more productive. Applications of Digital Reality are advancing day by day; some of them are in the field of gaming, education, defense, tourism, aerospace, corporate productivity, enterprise applications, and so on.

The spectrum and scenarios of Digital Reality are huge. In order to understand them better, they are broken down into three different categories:

  • Virtual Reality (VR): It is where you are disconnected from the real world and experience the virtual world. Devices available on the market for VR are Oculus Rift, Google VR, and so on. VR is the common abbreviation of Virtual Reality.
  • Augmented Reality (AR): It is where digital data is overlaid over the real world. Pokemon GO, one of the very famous games, is an example of this globally. A device available on the market, which falls under this category, is Google Glass.Augmented Reality is abbreviated to AR.
  • Mixed Reality (MR): It spreads across the boundary of the real environment and VR. Using MR, you can have a seamless and immersive integration of the virtual and the real world. Mixed Reality is abbreviated to MR.

This book is mainly focused on developing MR applications using Microsoft HoloLens devices.

Although these technologies look similar in the way they are used, and sometimes the difference is confusing to understand, there is a very clear boundary that distinguishes these technologies from each other. As you can see in the following diagram, there is a very clear distinction between AR and VR. However, MR has a spectrum, which overlaps across all three boundaries of real world, AR, and MR.

Digital Reality Spectrum

The following table describes the differences between the three. Later in the chapter, we will go through the details of each one of them.

Virtual Reality Augmented Reality Mixed Reality
  • Complete Virtual World
  • User is completely isolated from the real world
  • Device examples: Oculus Rift and Google VR
  • Overlays Data over the real world
  • Often used for mobile devices
  • Device example: Google Glass
  • Application example: Pokemon GO
  • Seamless integration of the real and virtual world
  • Virtual world interacts with real world
  • Natural interactions
  • Device examples: HoloLens and Meta

 

Let's explore VR, AR, and MR in more detail.

Virtual Reality - what it is?

The dictionary definition of VR reads, "a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body". However, we will say that there is one and only one primary purpose of the VR, that is, to make you believe that you are somewhere else, for example, in a gaming environment, a war zone, or touring some city.

Virtual Reality illustration

Realizing Virtual Reality

A person wearing a VR device/headset will be able to view the virtual environment, move around wearing it, and interact with items within that virtual environment. Most Virtual Realities are created using a head-mounted helmet or a set of goggles, which are given the generic name: head-mounted display (HMD). HMD is usually connected to a computer or a smartphone, which does all the 3D rendering work, and HMD is just used to display that rendered 3D content. HMD completely covers user's view, by covering both eyes. As a result, the user is completely cut off from the outside world and completely focused on the virtual or digital world.

HMDs basically consists of stereoscopic displays and motion tracking hardware. The way HMDs implement stereoscopic displays is by generating different image for each eye, which results in generating the illusion of depth. Within HMDs, motion tracking hardware mostly consists of a gyroscope and accelerometer to measure motion/position changes. This helps in simulating real-world experiences.

Virtual Reality in the field

There are various implementations of VR in diverse fields currently, and numerous new ones are coming up every day. It will be a very interesting domain for the next few years, where we will globally see lots of new fields picking up VR and merging it with other upcoming technologies. One such technology, which we can think of, is Artificial Intelligence (AI); Are we talking about the movie "Matrix" here?

While it's too early to predict possibilities in the future, let's explore some of the current fields where VR is being implemented. They are as follows:

  • Gaming: Gaming was one of the first fields to pick up, start using, and commercialize VR. Apart from single-user VR games, multi-user online VR games are also available today. With the availability of low-cost devices, such as Google VR and smartphones, VR games/applications are within the reach of everyone.
  • Tourism: Tourism is another field that has picked up VR. VR is used for generating stereoscopic 360-degree panoramic views, where the user interact with the virtual place and explores it. So, no more traveling or air-travel; just wear your VR device and explore new places every day.
  • Education: Distant learning, visualization, and interactive teaching a few global examples of VR implementations within the education field. Earlier, teachers used to describe the scene and students used to imagine the possibilities. Now, they just visualize new possibilities and interact with them, and spend more time in thinking what's next.
  • Architecture: Architecture is a field where VR has made life easier for the architects by making it easy to create prototypes. Now, they do not have to create cardboard prototypes or sketches to convey their thoughts and ideas. VR has made it possible for them to share ideas early in the cycle of development and receive early feedback. This saves lot of time in rework.
  • Enterprise productivity: Especially, for enterprise training scenarios, VR is used very frequently. Scenarios in consideration can be simulating war situations for the armed forces, flight simulation for pilots, medical diagnostics simulations for doctors, and many others.
  • Web content: With the support of WebGL technology by most of the latest browsers available in the market, rendering Virtual 3D content has become very easy. A lot of commercial websites for automobile companies, for example, have started publishing their automobile features in the form of 3D content, which has made it very interactive for end users to visualize the content.

Augmented Reality - what it is?

AR is all about bringing digital information and overlaying it over the real environment. The only difference from VR is that it creates a totally artificial environment around you, whereas AR uses the environment around you and overlays the digital information over it. For VR, you will require a VR device, but for AR it can be achieved by simply using a smartphone, tablet, or dedicated VR devices.

Visualization techniques for Augmented Reality

AR can be categorized into three different types based on the display types:

  • Screen-based
  • HMD-based
  • Projection-based

Screen-based

A common example of screen-based AR is overlaying digital information over smartphones or tablet camera displays. For example, you switch on and point your smartphone/tablet camera over an object, and the application recognizes that object and overlays that object information, such as the price or description, as digital information over the object image.

Another example of screen-based AR is the video game Pokemon GO, in which, based on the user's location and direction, digital characters are overlaid over video images.

User is viewing augmented object using smartphone

In the preceding figure, a user is viewing an augmented object, that is, the elephant's digital object is overlaid over the video frame. This is an example of screen-based AR.

Augmented Reality head-mounted globally displays

Using AR HMD devices, digital information is overlaid directly over the user's view of the real world. So, there is no need to hold any screen to view the digital information. Digital information is directly rendered over the view area of the user's eyes.

HMD with information overlaid over the real view

In the preceding image, the user is using a head mounted AR device to view the physical element in front of him. Within the view of the user, the AR device embeds information about the physical object and provides them with a more immersive experience.

Projection-based

User projection-based AR, a projection is rendered on the target surface itself. This target surface could be anything, such as building, person, room, and so on. To render this kind of projection, the system needs to know the exact dimensions of the target surface, and then using single/multiple projectors, it renders the projection on the target:

Phone dialer pad projection over the hand

In the preceding image, the user is viewing a projection of the phone dialer on the palm of their hand.

Augmented Reality in the field

Applying AR is quite different from applying VR. AR applications are more focused on integration scenarios with the real world. Some are as follows:

  • Gaming: With the release of the Pokemon GO game by Niantic, the demand for AR games has picked up drastically in the market. A lot of companies are coming up with AR games and launching them.
  • Architecture/construction/archaeology: AR can be used to visualize completed buildings for in-progress or upcoming building construction. Digital architecture/building images can be overlaid over the real view of the property or ground.
  • E-Commerce: Businesses can't reach each customer with demo-able physical product, and opening showrooms is every city is a costly business, especially for start-ups and newcomers in the market. So, reaching out to customers through AR, online furniture retail companies, for example, allows users to consume AR through smartphones, let them visualize their furniture products, and enable them to design their house interiors.
  • Education: Traditional education systems require hands-on instructions and real/prototype equipment to explain it better to students. With AR, teachers and students can visualize the same equipment in virtual mode, with very similar training instructions as with an actual device. Another implementation of AR in the education system is distance learning, where students and a teacher very far away, can use VR devices for interactions and virtual classrooms.
  • Medical: In the medical field, there are different imaging techniques for various requirements, such as X-ray, ultrasound, and magnetic resonance imaging (MRI), but there is no consolidated view for medical practitioners. AR could be used for these scenarios, where the output from different imaging techniques could be overlaid over the patient and give a consolidated view to medical practitioners.
  • Industrial design: AR is being used for designing, sharing ideas, and brainstorming design views among different designers and architects and supplies quick feedback and brainstorming cycles. Earlier, the same process used to take a long time, as designers used to create physical prototypes and then discuss them.
  • Travel/navigation/tourism: AR is also used for developing navigational applications; for example, travel-related digital information is overlaid on the vehicle windscreen, which helps the driver in real-time navigation without looking at any other device, such as a GPS or smartphone. AR is also used to develop travel-related applications, which help the user with location-specific information of the place where the user is currently placed, such as historical information about tourist places, or information about nearby restaurants and cuisines.

Mixed Reality - what it is?

We talked about VR and AR. Now, think of MR as a hybrid of VR and AR. Using MR, a user can view the real world just like in AR, but can also view virtual objects as in VR. The difference with MR is that those virtual objects are referenced or anchored with the real space. That means that the virtual object is interacting within the real world.

For example, suppose you have a physically real table in front of you, and now using MR you are viewing a virtual ball; if you drop a virtual ball object on a table, in MR, that virtual ball will interact with the physical table. This means that it will bounce on the physical table, and roll off from the table to the ground.

The immersive experience of the virtual world with the real world is so strong in MR that it is very hard to break that illusion.

A user viewing a MR object in real space

At the time of writing this book, there are very few MR devices available on the market; Microsoft HoloLens is one of them. This book is focused on developing the MR experience, using HoloLens.

Mixed Reality in the field

MR is still evolving, and lot of different industries are still exploring possibilities with it. The following are some of them, which represent early progress:

  • Education and training: MR has already started transforming the way education and industrial training are delivered. Companies have started using MR as a medium for delivering readiness/training content to participants.
  • Exploring new markets: MR is giving an opportunity to enterprises to rethink their marketing strategy and target new customers. Few popular automobile companies have started using MR device in their specialized car showrooms. With this, they can target consumers early in the sales cycle, even before the first model of the car is available.
  • Healthcare: The possibilities for MR in the healthcare industry are enormous. Physicians can use MR devices to visualize consolidated reports, and these devices can also be used as a guidance device during operations or diagnosis.
  • Gaming: The gaming industry may become one of the biggest consumers of MR devices. There are so many possibilities for MR games that can interact with the real world.

Digital Reality and the current market place

We learned about VR, AR, and MR; let's see what devices are currently available on the market to explore all these different experiences:

Digital Reality device family
  • Oculus: Owned by Facebook, the first in the industry to launch a VR device
  • HTC Vive: A VR device launched by the Taiwanese phone manufacturer HTC
  • Sony PlayStation VR: A VR device that works with Sony PlayStation, but also works with any personal computer
  • Google VR: This is a Google VR device, and is used along with Android smartphones
  • Gear VR: This is a Samsung VR device, and is used along with Galaxy smartphones
  • OSVR: An open source VR device, started with the support of companies such as Intel and Razer
  • Google Glass: An AR device launched by Google
  • HoloLens: Microsoft MR wireless and wearable device
  • Met: Mixed or Augmented Reality device, which projects virtual images in the wearer's field of vision
  • Magic Leap: MR device, still under development

Summary

We have seen in this chapter the different types of reality solutions available on the market and their possible usage. We have learned about how these digital realities are similar to each other and how they differ. We have also explored several field applications of these technologies. We have seen the different sets of devices available in the current market place. The knowledge gained from this chapter will help you grasp the subject discussed in subsequent chapters.

Further on within this book, we will focus on MR application development using the HoloLens device. In the next chapter, we will focus on HoloLens as a device. Later, our focus will be on application development, taking you through the step-by-step process of developing a new holographic application and deploying it on the HoloLens device.

 

 

Left arrow icon Right arrow icon
Download code icon Download Code

Key benefits

  • Bring holographic insights to existing line-of-business applications, tools, and workflows
  • Focus on developing end-to-end realistic holographic application.
  • Build interactive model scripts and test them in Unity3D and holographic emulators

Description

Do you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality). You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens. Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production.

Who is this book for?

This book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens.

What you will learn

  • Interact with holograms using different interaction models
  • Develop your first holographic app
  • Integrate holographic applications with cloud systems
  • Visualize data feeds coming from the cloud through holograms
  • Manage the application distribution of enterprise-enabled HoloLens
  • Integrate HoloLens applications with services deployed on Azure
  • Identify and create 3D Assets and Scenes
  • Use HoloLens to explore the Internet of Things
Estimated delivery fee Deliver to United States

Economy delivery 10 - 13 business days

Free $6.95

Premium delivery 6 - 9 business days

$21.95
(Includes tracking information)

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Jun 20, 2017
Length: 336 pages
Edition : 1st
Language : English
ISBN-13 : 9781787281943
Vendor :
Microsoft
Category :
Languages :

What do you get with Print?

Product feature icon Instant access to your digital eBook copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Estimated delivery fee Deliver to United States

Economy delivery 10 - 13 business days

Free $6.95

Premium delivery 6 - 9 business days

$21.95
(Includes tracking information)

Product Details

Publication date : Jun 20, 2017
Length: 336 pages
Edition : 1st
Language : English
ISBN-13 : 9781787281943
Vendor :
Microsoft
Category :
Languages :

Packt Subscriptions

See our plans and pricing
Modal Close icon
$19.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
$199.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just $5 each
Feature tick icon Exclusive print discounts
$279.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just $5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total $ 146.97
Microsoft HoloLens By Example
$48.99
Microsoft HoloLens Developer???s Guide
$48.99
HoloLens Blueprints
$48.99
Total $ 146.97 Stars icon
Banner background image

Table of Contents

10 Chapters
Digital Reality - Under the Hood Chevron down icon Chevron up icon
HoloLens – The Most Natural Way to Interact Chevron down icon Chevron up icon
Explore HoloLens as Hologram - Scenario Identification and Sketching Chevron down icon Chevron up icon
Explore HoloLens as Hologram - Developing Application and Deploying on Device Chevron down icon Chevron up icon
Remote Monitoring of Smart Building(s) Using HoloLens - Scenario Identification and Sketching Chevron down icon Chevron up icon
Remote Monitoring of Smart Building(s) Using HoloLens - Developing Application and Deploying on Device Chevron down icon Chevron up icon
Build End-to-End Retail Solution - Scenario Identification and Sketching Chevron down icon Chevron up icon
Build End-to-End Retail Scenario - Developing Application and Deploying on Device Chevron down icon Chevron up icon
Possibilities Chevron down icon Chevron up icon
Microsoft HoloLens in Enterprise Chevron down icon Chevron up icon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

What is the delivery time and cost of print book? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
What is custom duty/charge? Chevron down icon Chevron up icon

Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela