Skip to Content
Creating Augmented and Virtual Realities
book

Creating Augmented and Virtual Realities

by Erin Pangilinan, Steve Lukas, Vasanth Mohan
April 2019
Intermediate to advanced
370 pages
10h 23m
English
O'Reilly Media, Inc.
Content preview from Creating Augmented and Virtual Realities

Part I. Design and Art Across Digital Realities

We live in curious times. Of the nearly eight billion humans who live on Earth, for the first time in history, the majority are literate—that is, able to communicate with other humans asynchronously, with reasonably accurate mutual understanding.

But human expression goes beyond language. Design and art reflect that which might not be so succinctly defined. The unspoken behavioral patterns of the world, writ large, are reflected in excellent design. The emotions and social patterns that direct our unconscious brains are laid bare in art: sculpture, dance, paintings, and music. But until the digital era, these areas of human expression have been, in the end, always tied to physical constraints: physics, real materials, and time.

Computers are, in essence, our attempt to express ourselves with pure energy—light and sound beaming into eyes and ears, haptics buzzing, inputs manipulated any way we please. But, to date, much like design and art, computers themselves have been restricted to very real-world limitations; they are physics-bound glass windows beyond which we can see digital worlds, but to which worlds we cannot go. Instead, we take computers with us, making them lighter, faster, brighter.

In 2019, we find ourselves in another curious position: because we have made computers more mobile, we are finally able to move our digital worlds into the real world. At first glance, this seems a relatively easy move. It’s pleasant to think ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

Storytelling for Virtual Reality

Storytelling for Virtual Reality

John Bucher
Augmented Reality: Principles and Practice

Augmented Reality: Principles and Practice

Dieter Schmalstieg, Tobias Höllerer

Publisher Resources

ISBN: 9781492044185Errata Page