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  • 1
    UID:
    edocfu_9961553179102883
    Umfang: 1 online resource (284 pages)
    Ausgabe: First edition.
    ISBN: 1-80512-004-2
    Inhalt: Create VR, AR, and MR experiences with the help of step-by-step tutorials on VR and AR simulators, interactivity, sound and visual effects, along with advanced XR techniques such as multiplayer integration Key Features Create impressive XR projects without the need to own expensive VR headsets Explore Unity XR features and techniques such as hand-tracking and plane detection using the XR Interaction Toolkit and AR Foundation Bring your XR projects to life with step-by-step explanations along with practical examples Purchase of the print or Kindle book includes a free PDF eBook Book Description The drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area. This one-stop resource will ensure that professionals venturing into XR development can access all XR-related techniques to build appealing XR applications, without relying on Google every step of the way. This book is your guide to developing XR applications with Unity 2021.3 or later versions, helping you to create VR, AR, and MR experiences of increasing complexity. The chapters cover the entire XR application development process from setting up an interactive XR scene using the XR Interaction Toolkit or AR Foundation, adding physics, animations, continuous movement, teleportation, sound effects, and visual effects, to testing and deploying to VR headsets, simulators, smartphones, and tablets. Additionally, this XR book takes you on a journey from the basics of Unity and C# to advanced techniques such as building multiplayer applications and incorporating hand- and gaze-tracking capabilities. By the end of this book, you'll be fully equipped to create cutting-edge XR projects for engaging individual, academic, and industrial use cases that captivate your audience. What you will learn Get started with Unity by building your own 3D project Explore the XR Interaction Toolkit and AR Foundation, as well as test XR applications on your PC Find out how to deploy XR projects on different platforms Build interactive XR apps with increasing degrees of complexity by leveraging C# scripting Create a fully immersive VR drum scene by using Unity's audio and particle systems Add advanced XR techniques such as hand-tracking, gaze-tracking, and multiplayer capabilities to your XR apps Who this book is for This book is for students, developers, researchers, and professionals with a background in computer science. Business analysts, PMs, and other management professionals and executives will also benefit from this book. If you have basic knowledge of programming and are looking to gain expertise in creating virtual reality and augmented reality applications in Unity, then this book is for you. While having experience as a VR game player with basic programming knowledge can enhance your understanding of the content, it is not a prerequisite.
    Anmerkung: Includes index. , Cover -- Title Page -- Copyright and Credits -- Contributors -- Table of Contents -- Preface -- Part 1 - Understanding the Basics of XR and Unity -- Chapter 1: Introduction to XR and Unity -- Understanding XR and its different forms (VR, AR, and MR) -- What is the difference between AR and MR? -- How did AR, VR, MR, and XR evolve? -- How did Unity evolve as a platform for XR development? -- Summary -- Chapter 2: The Unity Editor and Scene Creation -- Technical requirements -- Setting up the Unity development environment -- Installing the Unity Hub -- Installing the Unity Editor -- Loading a sample scene as a new Unity project -- Choosing the right render pipeline -- Getting to know the Unity Editor and its interface -- Exploring the Unity interface -- Using the Grid and Snap system -- Understanding GameObjects and components -- Understanding the default new scene -- Adding a collider -- Creating a basic scene in Unity and adding objects -- Building a table with primitives -- Changing the appearance of the ground, table, and sphere -- Creating a brick wall material -- Unpacking a prefab -- Importing from the Unity Asset Store -- Understanding Unity's lighting pipeline -- Choosing the right lighting settings -- Adding lights and a skybox -- Exploring light and reflection probes -- Summary -- Part 2 - Interactive XR Applications with Custom Logic, Animations, Physics, Sound, and Visual Effects -- Chapter 3: VR Development in Unity -- Technical requirements -- Windows -- macOS -- Linux -- What is VR development? -- Exploring the contrasts between classical and VR game development -- Understanding different approaches to power VR headsets -- Setting up a VR project in Unity and the XR Interaction Toolkit -- Creating a project in Unity for VR development -- Installing XR Plug-in Management and XR Plug-ins. , Installing the XR Interaction Toolkit and samples -- Exploring the XR Interaction Toolkit demo scene -- Examining the pre-configured player -- Teleporting -- Exploring grabbable objects -- Inspecting different types of UI elements -- Interacting via buttons -- Exploring gaze interactions and climbing -- Deploying and testing VR experiences onto different VR platforms or simulators -- Installing the XR Device Simulator -- Using the XR Device Simulator -- Setting up SteamVR -- Setting up Oculus -- Summary -- Chapter 4: AR Development in Unity -- Technical requirements -- Understanding the AR landscape -- What types of AR experiences exist? -- What are marker-based and markerless AR? -- Understanding AR input types for interaction -- Popular AR toolkits for Unity -- Setting up an AR project in Unity using AR Foundation -- Understanding AR Foundation's architecture -- Creating an AR project with Unity's AR template -- Changing the project settings -- Understanding the AR Session GameObject -- Exploring the AR Session Origin GameObject -- Placing a simple cube into the AR scene -- Implementing plane detection in AR Foundation -- Implementing touch inputs and anchors -- Testing AR experiences directly in Unity -- Installing AR Foundation 5.0 or later versions and related packages -- Choosing an environment and testing the scene -- Deploying AR experiences onto mobile devices -- Deploying onto Android -- Deploying onto iOS -- Summary -- Chapter 5: Building Interactive VR Experiences -- Technical requirements -- Building interactive VR experiences without code -- Importing cars from the Asset Store -- Adding the player, teleport anchors, and button to the scene -- Interactable events that can be triggered -- Understanding animations and animator systems -- Animating a 360-degree car rotation -- Scaling a police car. , Building interactive VR experiences with C# -- Understanding when to use C# for animations and interactions -- Understanding scripting with C# in Unity -- Scaling a bus using a slider and C# -- Summary -- Chapter 6: Building Interactive AR Experiences -- Technical requirements -- Understanding the design patterns and core components of an interactive AR application -- Building the foundation of our AR menu application -- Defining the key components of our AR application -- Setting up the environment -- Designing 3D food models -- Adding UI buttons and text elements to our AR menu application -- Adding interactivity to our AR menu application -- Adding the Food script to the scene -- Adding the ARPlacePrefab script to the scene -- Adding the SwapPrefab script to the scene -- Setting up On Click events for the buttons -- Exploring the completed, interactive AR menu application on a mobile device -- Summary -- Chapter 7: Adding Sound and Visual Effects -- Technical requirements -- Understanding sound theory and Unity's audio system -- What are frequency and amplitude? -- Understanding other properties of sound -- Exploring Unity's audio system -- Preparing the VR drum scene and adding sound effects -- Setting up and preparing your VR drum scene -- Creating and importing 3D models for your VR drum scene -- Adding sound effects to your VR drum scene -- Understanding particle behavior and Unity's particle system -- Understanding the behavior of particles in the real world -- Exploring Unity's Particle System -- Adding particles to VR scenes with varying properties -- Initializing a Particle System in your VR drum scene -- Modifying the properties of the Particle System in your VR drum scene -- Scripting fog appearance on collision for your VR drum scene -- Summary. , Part 3 - Advanced XR Techniques: Hand-Tracking, Gaze-Tracking, and Multiplayer Capabilities -- Chapter 8: Building Advanced XR Techniques -- Technical requirements -- Adding hand-tracking to XR experiences -- Understanding hand-tracking and potential use cases -- Implementing hand-tracking with the XR Interaction Toolkit -- Interacting with objects in XR experiences via eye- or head-tracking -- Understanding eye-tracking and potential use cases -- Setting up an XR scene to support eye- and head-tracking -- Interacting with objects via eye and head gaze using the XR Interaction Toolkit -- Building a VR multiplayer application -- Understanding multiplayer applications and multiplayer networking systems -- Setting up PUN for our VR multiplayer game -- Connecting to the server via Network Manager -- Testing the multiplayer scene from one device -- Using scripts to display our avatar's hands and face -- Animating the hand models -- Enabling the hand animations at runtime -- Summary -- Chapter 9: Best Practices and Future Trends in XR Development -- Exploring current and future trends in XR technology and applications -- Learning in new realities - XR in education -- XR in industrial settings and smart manufacturing -- Bridging the gap from real bodies to virtual worlds - XR in healthcare -- Gaming across realities - XR trends in gaming -- Learning the best practices for XR development -- Hardware considerations in XR development -- Understanding your audience -- Efficient project management for XR -- Ensuring a good user experience -- Input devices -- Other useful toolkits and plugins for XR development -- Exploring powerful AR toolkits from the Unity Asset Store -- Exploring powerful VR toolkits from the Unity Asset Store -- Exploring powerful AI toolkits from the Unity Asset Store -- Prototyping XR applications -- Summary -- Index. , Other Books You May Enjoy.
    Weitere Ausg.: ISBN 1-80512-812-4
    Sprache: Englisch
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  • 2
    UID:
    gbv_518579344
    ISSN: 1098-2302
    In: Developmental psychobiology, New York, NY [u.a.] : Wiley, 1968, 48(2006), 7, Seite 583-602, 1098-2302
    In: volume:48
    In: year:2006
    In: number:7
    In: pages:583-602
    Sprache: Englisch
    Mehr zum Autor: Bock, Jörg 1966-
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  • 3
    UID:
    gbv_517640406
    ISSN: 1873-7544
    In: Neuroscience, Amsterdam [u.a.] : Elsevier Science, 1976, 141(2006), 4, Seite 1709-1719, 1873-7544
    In: volume:141
    In: year:2006
    In: number:4
    In: pages:1709-1719
    Sprache: Englisch
    Mehr zum Autor: Bock, Jörg 1966-
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 4
    UID:
    gbv_510645518
    ISSN: 1872-9754
    In: Neurochemistry international, Amsterdam [u.a.] : Elsevier Science, 1980, 48(2006), 5, Seite 350-357, 1872-9754
    In: volume:48
    In: year:2006
    In: number:5
    In: pages:350-357
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 5
    UID:
    gbv_538804262
    ISSN: 0166-4328
    In: Behavioural brain research, Amsterdam [u.a.] : Elsevier, 1980, 180(2007), 2, Seite 174-182, 0166-4328
    In: volume:180
    In: year:2007
    In: number:2
    In: pages:174-182
    Sprache: Englisch
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  • 6
    UID:
    gbv_617350086
    ISBN: 1600218342
    In: Neurosciences in music pedagogy, New York, [NY] : Nova Biomedical Books, 2008, (2008), 1600218342
    In: 9781600218347
    In: year:2008
    Sprache: Englisch
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  • 7
    UID:
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    ISSN: 0891-0618
    In: Journal of chemical neuroanatomy, Amsterdam [u.a.] : Elsevier, 1988, 36(2008), 3/4, Seite 177-190, 0891-0618
    In: volume:36
    In: year:2008
    In: number:3/4
    In: pages:177-190
    Sprache: Englisch
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  • 8
    UID:
    gbv_617776636
    ISSN: 1095-9564
    In: Neurobiology of learning and memory, Orlando, Fla. : Academic Press, 1995, (2009), 1095-9564
    In: year:2009
    Sprache: Englisch
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  • 9
    UID:
    gbv_584654952
    ISSN: 0166-4328
    In: Behavioural brain research, Amsterdam [u.a.] : Elsevier, 1980, 190(2008), 1, Seite 135-139, 0166-4328
    In: volume:190
    In: year:2008
    In: number:1
    In: pages:135-139
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 10
    UID:
    gbv_587492791
    ISSN: 0022-3042
    In: Journal of neurochemistry, Oxford : Wiley-Blackwell, 1956, 107(2008), 5, Seite 1325-1334, 0022-3042
    In: volume:107
    In: year:2008
    In: number:5
    In: pages:1325-1334
    Sprache: Englisch
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