Part I. How humans interact with computers: How humans interact with computers ; Designing for our senses, not our devices -- Part II. How eXtended reality is changing digital art: Virtual reality for art ; 3D art optimization -- Part III. Hardware, SLAM, tracking: How the computer vision that makes augmented reality possible works -- Part IV. Creating cross-platform augmented reality and virtual reality: Virtual reality and augmented reality : cross-platform theory ; Virtual reality toolkit : open source framework for the community ; Three virtual reality and augmented reality development best practices -- Part V. Enhancing data representation: Data and machine learning visualization design and development in spatial computing ; Character AI and behaviors -- Part VI. Use cases in embodied reality: The virtual and augmented reality health technology ecosystem ; The fan experience : sportsXR ; Virtual reality enterprise training use cases.
This resource is supported by the Institute of Museum and Library Services under the provisions of the Library Services and Technology Act as administered by State Library of Iowa.