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Augmented Reality for Developers

Augmented Reality for Developers

By : Linowes, Babilinski
3.7 (7)
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Augmented Reality for Developers

Augmented Reality for Developers

3.7 (7)
By: Linowes, Babilinski

Overview of this book

Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses.
Table of Contents (10 chapters)
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A Holographic instruction manual


In this section, we will implement the project on Microsoft HoloLens. We will not use Vuforia at all, rather we will modify the project version completed in Chapter 6, How to Change a Flat Tire (also where this chapter started at the beginning), and develop it into an AR-only app using the Microsoft MixedRealityToolkit SDK.

How does this version of the project differ from the mobile AR implementation using Vuforia and ARKit? In the mobile AR version, the app starts up like a normal screen space 2D mobile app. An AR Mode button lets you switch to the AR view, which lets you see 3D graphics that augment a real-world video feed. The HoloLens version will be entirely in 3D; there is no mode toggle. And there is no need for target image recognition. Instead, we will create a hologram with the instructions, including 3D augmented graphics, along with text, images, and video.

For this chapter, we are going to use as many drag and drop components as we can to keep...

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