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Beschreibung

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.

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Seitenzahl: 262

Veröffentlichungsjahr: 2017

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HoloLens Blueprints

 

 

 

 

 

 

 

 

 

 

 

 

Experience the virtual and real worlds coming together with HoloLens

 

 

 

 

 

 

 

 

 

 

 

 

 

Abhijit JanaManish Sharma
Mallikarjuna Rao

 

 

 

 

 

BIRMINGHAM - MUMBAI

 

HoloLens Blueprints

 

 

 

Copyright © 2017 Packt Publishing

 

 

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

 

First published: June 2017

 

Production reference: 1160617

 

Published by Packt Publishing Ltd.
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ISBN 978-1-78728-194-3

 

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Credits

Authors

Abhijit Jana

Manish Sharma

Mallikarjuna Rao

Copy Editor

Dhanya Baburaj

 

 

Reviewer

Michael Washington

Project Coordinator

Ritika Manoj

Commissioning Editor

Smeet Thakkar

Proofreader

Safis Editing

Acquisition Editor

Denim Pinto

Indexer

Tejal Daruwale Soni

Content Development Editor

Mohammed Yusuf Imaratwale

Graphics

Jason Monterio

Technical Editor

Akansha Bathija

Production Coordinator

Arvindkumar Gupta

 

About the Authors

Abhijit Jana works with Microsoft as a development consultant as part of Microsoft Services. As a consultant, his job is to help customers design, develop, and deploy enterprise-level secure solutions using Microsoft technologies. Apart from being a former Microsoft MVP (Most Valuable Professional), he is a speaker and author as well as an avid technology evangelist. He has delivered sessions at prestigious Microsoft events, such as TechED, Web Camps, Azure Camps, Community TechDays, Virtual TechDays, DevDays, and developer conferences. He loves to work with different .NET communities and help them with different opportunities.

He is a well-known author and has published many articles on various .NET community sites. You can follow him on Twitter at @abhijitjana. He has authored the book Kinect for Windows SDK Programming Guide (ISBN: 1849692386 ISBN 13: 9781849692380).

Abhijit lives in Hyderabad, India, with his wife, Ananya, and a beautiful little angel, Nilova.

 

 

 

Manish Sharma works with Microsoft as a solution architect as part of Microsoft Services. As, a solution architect, he is responsible for leading large enterprise-transformational engagements defining technology/solution roadmaps, conducting architecture and technical evaluations of enterprise engagements, and architecting multimillion-dollar solution developments, and maintenance of outsourcing management. He is also a technology evangelist and speaker at prestigious events, such as Microsoft TechEd on the latest and cutting edge technologies, such as HoloLens, Internet of Things, connected cars, and cloud technologies such as Azure.

 

 

 

Mallikarjuna Rao works with Microsoft as UX Designer/3D mixed reality artist as part of Microsoft Services. He has 15 years of experience in the animation industry, with around 12 years' international exposure.

He has worked as a senior 3D asset supervisor for feature films, television series, commercials, and game projects. Mallikarjuna has worked on pivotal projects for big names in the industry, such as Walt Disney Pictures, Disney Junior, Warner Bros Pictures, Yash Raj Films, and UTV Motion Pictures, which put him under the limelight at the international level. He has an in-depth knowledge of the 3D Asset production pipeline and UX design principles.

Acknowledgments

Writing this book would not have been possible without help of many people. We had a wonderful time while writing, which was mainly due to the skills support, dedication and motivation of people around us.

First of all, we are extremely thankful to Kundan Prakash, Ankur Agarwal and Shanmugadas Chembakassery Sivadasan, Suresh Viswanath for their continuous support and motivation from the time we started writing this book.

We are deeply thankful to the entire team at Packt Publishing, including Tushar, Parul, Narendra, Ritika, Smeet, Denim, Safis, Dhanya, Tejal, Jason and Arvind. We would like to extend our thanks to Content Development Editor, Yusuf and our Technical Editor Akansha. They have been very supportive and helpful from the beginning. Thank you all for your effort and dedication.

A sincere thanks to Michael Washington for their insightful and deep technical review. He helped us to identify and fill the gaps and improve the quality of the book.

We would like to thank Charul Pant and Akshay Dixit for their offline review of the book and sharing their feedback. It was extremely helpful to get some feedback from avid reader and technology geek like you people. Thank you very much for your time and help us improving the book over the period.

We spent time in writing when we should have sleeping, spending time with family or playing with our kids. We wouldn't have never been able to write this book without support from our family. Be it late night working or meeting over weekends, they supported us every bit and pieces.

About the Reviewer

Michael Washington is an ASP.NET, C#, and Visual Basic programmer. He has extensive knowledge of process improvement, billing systems, and student information systems. He is a Microsoft MVP. He has a son, Zachary, and resides in Los Angeles with his wife, Valerie.

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Disclaimer

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"I dedicate this book to my parents, my lovely wife Ananya and my little angle Nilova" - Abhijit Jana
"I dedicated this book to my parents, my wife Joohi and lovely son Atharv" - Manish Sharma
"I would like to dedicate this book to my parents, my wife Sunitha and kids Sai Thanish, Rudhvi sriman" -Mallikarjuna Rao

Table of Contents

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

Digital Reality - Under the Hood

Virtual Reality - what it is?

Realizing Virtual Reality

Virtual Reality in the field

Augmented Reality - what it is?

Visualization techniques for Augmented Reality

Screen-based

Augmented Reality head-mounted globally displays

Projection-based

Augmented Reality in the field

Mixed Reality - what it is?

Mixed Reality in the field

Digital Reality and the current market place

Summary

HoloLens – The Most Natural Way to Interact

A closer look at HoloLens hardware

Inside the HoloLens device

Cameras and sensors

The Lenses

Speakers

Microphones

The processing units

Inertial Measurement Unit

Vent

Connectivity

Control buttons

LED indicator

Putting things together

Turning your device on/off

Cortana on HoloLens

The Mixed Reality world - HoloLens shell

Holograms in reality

HoloLens, holograms and your real world

Hologram and the Windows Holographic platform

Recording holograms - Mixed Reality capture

HoloLens interaction and application model

Interacting with holograms

Gaze

Gesture

Voice

Spatial Audio

Spatial Mapping

HoloLens app life cycles

HoloLens Clicker

Controlling your HoloLens remotely

Key differentiators

Immersive with surroundings

Independent standalone device

No screen staring

Mixed not virtual

Broad scope

Exploring the possibilities with HoloLens

Virtual collaboration

Remote expert guidance

People-centric applications

Development process and team building

Building up the team

Designers

3D Artists

Developers

Audio designers

Leads

Development process overview

Requirement Envisioning

Storyboarding

Planning, Designing and Prototyping

Planning and Design

Prototyping

Develop

Deploy and Test

Summary

Explore HoloLens as Hologram - Scenario Identification and Sketching

Envisioning

Training scenario for HoloLens

Features

Collaboration

Scenario prioritization

Scenario elaboration

Primary View

Lenses

Speakers

Cameras

Volume control buttons

Brightness control buttons

Sketching the scenarios

Sketching - interaction with speakers

Assets design and development

3D Modeling

3D Modeling tools

3D Modeling workflow

Build your 3D Model

Model sheet - base reference images

Scene creation

Importing model sheet

Import side image

Import front image

Import top image

3D Model construction with cube

Edge loop

Vertex adjustment

Mirroring

Texturing workflow

UV Unwrapping of model

Create texture in Photoshop

Export as Filmbox (FBX)

Assembling assets in Unity3D

Things to consider while using the 3D Asset Pipeline

Maintaining quads

Checking Surface Normals

Maintaining grouping

Optimizing the scene file

Setting up a development environment

Prerequisites

Installation checklist

Using HoloLens emulator

Summary

Explore HoloLens as Hologram - Developing Application and Deploying on Device

Getting started - creating a new project

The Unity3D basics

The Core interface

Scene View

Game View

Object Hierarchy

Project Assets

Inspector

The Toolbar

The Core concepts

Game Object

Components

Prefabs

Tags

Coordinate system

Setting up a project for holographic application

Setting up the HoloToolkit - Unity

Get The HoloToolkit - Unity

Preparing the package

Import the package

Applying project settings

Behind the scenes

Updating the initial scene

Importing 3D Assets

Exploring the 3D Object

Saving the scene

Build, run, and test the initial setup

Giving life to object - scripting

Highlighting the objects - enabling Gaze

The Gaze manager

The Cursor

Adding the Box Collider

See Gaze in action

Behind the scene

Adding actions to objects - applying gesture

Adding Air Tap on Lenses

Air Tap on Lenses - see it in action

Adding Air Tap on speaker

Air Tap in speaker - see it in action

Behind the scenes

Interaction using Voice Command

Enabling the Microphone capabilities

The Keyword Manager

Defining Keywords

Implementing actions for Keywords

Mapping with Keyword Manager, Keyword and actions

Voice Command - see it in action

Behind the scenes

Interaction using text to speech

Setting up text to speech Manager

Integration of text to speech

Text to speech in application launch

Text to speech in Air Tap

Text to speech - see it in action

Behind the scenes

Deploying your app

Deploy using Visual Studio

Deploy using Build Automation Window

Deploy using Device Portal

Load the package

Start the app

Deploy using Unity remoting

Configure HoloLens device for remoting

Holographic emulation - remoting from Unity

Running the app on a device

Testing your application

Lighting conditions

Space

Angle of views

View distance

Audio or visual hints

Ambient sounds

Summary

Remote Monitoring of Smart Building(s) Using HoloLens - Scenario Identification and Sketching

Envisioning

Solution scope overview

Devices and Sensors

Event Processing

Visualization

Real-time monitoring

Analyse and Act

Scenario prioritization

Scenario elaboration

Internet of Things - Remote Monitoring

Devices

Cloud Gateway (Azure IoT Hub)

Steam Processing (Azure Stream Analytics)

Data Store (Azure Storage)

Machine Learning

Real-time visualization through HoloLens

APIs

Holographic application

Sketching the scenarios

Sketching - Interaction with Rooms and Sensors

3D Model - structure and components

3D Model of building

3D Model of sensors

Summary

Remote Monitoring of Smart Building(s) Using HoloLens - Developing Application and Deploying on Device

Solution development

Logical design diagram

Setting up the backend Infrastructure

Create the Azure Event Hub

Create the Azure Cosmos DB

Create the Stream Analytics Job

Building up the Azure IoT solution

Connecting Device with Azure Event Hub - simulator

Developing the Web API

Setting up a project for a holographic application

Getting started - creating a new project

Import the package

Applying Project Settings

Updating the initial scene

Importing 3D Assets - building model

Exploring the building's 3D Objects

Save the scene

Build, run and test the initial setup

Tracking building floors from 3D Model

Adding Gaze

Adding the cursor

Adding the Box Collider

Add tag to each floor for mapping

Tracking Gaze for each floor

See Gaze in action

Verify the Gazed floor

Connecting a holographic app with Azure

Defining data models

Enabling the InternetClient capabilities

Building Azure Bridge

Getting the data

Attaching the Azure Bridge

Binding data with sensor indicators

See the live data in action

Enabling sensor binding for all floors

Adding actions to floors - applying gesture

Adding Air Tap on floors

Displaying detailed information

Designing the Panel layouts

Grouping UI elements - adding Canvas Group

Binding Data with Panel

Invoking the Panel

Closing the Panel

Air Tap on Lenses - see it in action

Deploying your app onto a device

Extending the current solution

Adding Voice Command

3D Model placement as table top mode

Additional interaction with services

Summary

Build End-to-End Retail Solution - Scenario Identification and Sketching

Envisioning

Scenario elaboration

Catalog and merchandising

Visualization

Order placement

Sketching the scenarios

Sketching - interaction for catalog and items

Sketching - interaction with 3D Model

3D Model

Summary

Build End-to-End Retail Scenario - Developing Application and Deploying on Device

Getting the 3D Assets ready

Unity Project and Asset Bundle setup

Importing 3D retail assets

Assets Bundles generation

Solution development

Logical design diagram

Building the backend Azure Solution

Creating the Azure Blob Storage

Creating the Azure Cosmos DB

Developing the Web API

Setting up the holographic project

Importing the main menu 3D Model

Exploring the main menu

Building , running and testing the initial solution

Making the main menu Intractable

Enabling Gaze with cursor

Attaching the script with menu items

Enabling Air Tap with menu items

API connector - connecting with Web API

Defining the application data model

Enabling the IntenetClient capabilities

API Connector

Getting the data

Attaching the API connector

Getting holograms on the fly

Handling the Air Tap on menu item

Downloading assets and rendering holograms on the fly

Associating toolbars with holograms

The toolbar controls

Instantiating toolbars on the fly

Showing controls based on types

Dynamic holograms in action

Adding action to the toolbar controls

Remove product

Add to Cart

Changing pictures for Wall Paints

Placing the holograms - spatial mapping

Deploying your app on a device

Extending the current solution

Dynamic menu for products

Adding Voice Command

Application and storage access security

Rotating the individual product

Summary

Possibilities

HoloLens and Microsoft Bot Framework

Solution

Client authentication

Start conversation

Send message

Receive message

HoloLens in healthcare

Solution

Search data from HealthVault

HoloLens and live streaming

Solution

Setting up media services for live streaming

Consume live streaming within holographic application

Handling secure keys with Azure Key Vault

Summary

Microsoft HoloLens in Enterprise

Microsoft HoloLens Commercial Suite

HoloLens device management using Microsoft Intune

Manual registration

Automatic registration

Installing applications on HoloLens

Device Portal for application deployment

Business Store for application deployment

Summary

Preface

Digital reality brings immersive experiences, such as transporting you to different world or places, making you interact within those immersive, mixing digital experiences with reality, and ultimately, opening new horizons to make you more productive.

The spectrum and scenarios of digital reality are huge; to understand them better, they are broken down into three different categories: Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).

Microsoft HoloLens is the most powerful mixed reality personal computing Windows device. It allows you to place your digital content in the real physical world, where it matters most to you. This is what is called an MR device, one that tries to blend the real and digital worlds seamlessly and provides new ways to visualize the world beyond the screens.

The boundaries between the real and the digital world start to blur, and you can interact with the digital world in a very similar way to how you would interact with the real, physical world. What is it about HoloLens that makes it stand out from the other devices in this genre? It is the fact that Microsoft HoloLens is the first fully untethered, self-contained computer running on Windows 10. Yes, that's right: no hassle of wires, additional cables, or connections to a computer or additional devices. It is hands-free, self-contained device with a built-in battery.

This book is mainly focused on the building mixed reality application using Microsoft HoloLens. This book doesn't require any prior knowledge about the holographic platform from the reader, and its strength is the simplicity in which the concepts have been presented using sketching, architecting, code snippets, a step-by-step process, and detailed descriptions. This book covers the following:

Understanding what mixed reality is and the possibilities of it

Understanding the process of developing enterprise holographic applications using HoloLens

Learning the application and interaction model for holographic apps

Understanding holographic application integration possibilities within Line of Business application using Azure

Learning by realistic integrated project examples

Learning end-to-end complex integrated solutions using holographic app and Azure

What this book covers

Chapter 1, Digital Reality - Under the Hood, begins your mixed-reality journey by explaining different types of digital realities, their differences, and usage scenarios. Also, it will explain the different market players and how they are different from each other based on their products. This chapter will also introduce you to the immersive HoloLens device and show you how to take a step further with the device.

Chapter 2, HoloLens - the Most Natural Way to Interact, introduces HoloLens as a hardware device. You will get an insight into the different components that make up HoloLens and the technology behind the device, which makes the components work together. This chapter also gives an overview of holograms and ways to interact with holograms with different interaction models. You will also become familiar with HoloLens Application Model and take a step toward developing holographic applications by understanding the team structures and roles required.

Chapter 3, Explore HoloLens as Hologram - Scenario Identification and Sketching, dives into the development process of developing your first holographic application. You will learn about identifying the scenario and the interaction models required within that scenario, such as how the user will interact with gaze, gesture, and other interaction models. You will also learn how to identify 3D Assets and take a quick overview of creating new 3D Assets.

Chapter 4, Explore HoloLens as Hologram - Developing Application and Deploying on Device, further enhances the scene developed in the preceding chapter and adds new life to it by developing different interaction models using scripting, building interaction model scripts, and testing them in Unity3D and holographic emulators. Finally, you deploy the application on a device and test your first holographic application, and visualize hologram interactions with the real world.

Chapter 5, Remote Monitoring of Smart Building(s) Using HoloLens Scenario Identification and Sketching, teaches you how to identify and design real-world integrated scenarios. You will integrate Azure IoT solutions with holographic application and visualize the data feed coming in near real time from the cloud through holograms. You will learn about integration scenario options, architecture, and the interaction models required within this scenario.

Chapter 6, Remote Monitoring of Smart Building(s) Using HoloLens - Developing Application and Deploying on Device, takes you through integration scenario identified in the preceding chapter, shows you how to implement and develop the holographic application, and explain how to integrate it with IoT system hosted on Azure. You will learn how to pull the data from the IoT system and render 3D assets on the holographic application based on the data. In this chapter, you will build interaction model scripts, test them in Unity and emulators, and finally deploy them on a device and test your first integrated application.

Chapter 7, Build End-to-End Retail Solution - Scenario Identification and Sketching, will teach you how to identify and design end-to-end retail solutions. You will sketch a solution to design your home appliances with virtual holograms. Then, you will place an order directly from the holographic application.

Chapter 8, Build End-to-End Retail Scenario - Developing Application and Deploying on Device, will take the retail scenario identified in the preceding chapter and implement and develop its holographic application. It will integrate it with backend services hosted on Azure. You will learn how to pull the data from the backend system, render 3D Assets on the fly, and place an order within holographic application. Here, you will build interaction model scripts, test them in Unity and emulators, and finally deploy them on a device and test your end-to-end retail application.

Chapter 9, Possibilities, outlines the new possibilities and scenarios with mixed reality and HoloLens.

Chapter 10, Microsoft HoloLens in Enterprise, looks at managing enterprise devices, such as adding them onto enterprise domains, managing updates, application distribution, and other device management features, such as managing devices through Microsoft Intune.

What you need for this book

The basic requirements for this book are as follows:

Unity3D - 5.5 or higher

Visual Studio 2015 (Update 3) or higher

HoloLens emulator

Optional requirements:

Autodesk Maya

Adobe Photoshop

HoloLens device

 

Refer to Chapter 03, Explore HoloLens as Hologram - Scenario Identification and Sketching, for detailed information on the development environment setup.

Who this book is for

This book is intended to help experienced developers and designers start working on mixed reality development using Microsoft HoloLens. This book is also useful for entrepreneurs who are planning to build a team of the following:

Developers/professionals

Designers

Entrepreneurs who are planning to build a team for mixed reality development

This book uses C# and Unity3D Scripting (C#) in the examples, so you need to know the basics of C# and scripting within Unity3D. You should be familiar with Visual Studio IDE and Unity Editor as well. You don't have to know anything about the HoloLens as a device.

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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