Enterprise Augmented Reality Projects : Build Real-World, Large-scale AR Solutions for Various Industries.
This practical guide helps you learn all the aspects of developing AR apps across 6 enterprise sectors (manufacturing, training, retail, marketing, automation, and tourism). By building projects, you will explore the capabilities of commercial AR frameworks such as ARKit, ARCore, and Vuforia, alone...
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其他作者: | |
格式: | Licensed eBooks |
語言: | 英语 |
出版: |
Birmingham :
Packt Publishing, Limited,
2019.
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在線閱讀: | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2334756 |
書本目錄:
- Cover
- Title Page
- Copyright and Credits
- Dedication
- About Packt
- Contributors
- Acknowledgments
- Table of Contents
- Preface
- Chapter 1: Introduction to AR and How It Fits the Enterprise
- Understanding AR
- Short history
- the beginnings of a new reality
- The magic behind AR
- Working with AR
- ARToolKit
- the first AR library
- Introduction to the AR SDKs
- Vuforia
- EasyAR
- ARCore
- ARKit
- Using AR in enterprise
- Using AR in industry 4.0
- Smart assistance
- Virtual prototyping
- Logistics and warehouse management
- Digital Twins
- Using AR in other enterprise areas
- AR for manufacturing
- AR for training
- AR for marketing
- AR for retail
- AR for automation
- AR for tourism
- Summary
- Chapter 2: Introduction to Unity for AR Development
- Technical requirements
- Introducing Unity
- Preparing your system for Unity
- Installing Java Development Kit (JDK)
- Installing Unity
- Understanding the Unity interface
- The Toolbar
- The Scene view
- The Hierarchy window
- The Inspector window
- The Project window
- The Game view
- The Asset Store window
- The Console window
- Changing the layout
- Unity's main elements
- Assets
- GameObjects
- Components
- Prefabs
- Scripts
- Scripting
- first example in C#
- Summary
- Chapter 3: AR for Manufacturing with ARCore
- Technical requirements
- Using AR for manufacturing
- Exploring ARCore
- Creating a prototype AR viewer
- Installing the Java Development Kit (JDK)
- Installing Android Studio
- Creating the application
- Enabling ARCore
- Adding Sceneform to the project
- Adding 3D models to the project
- Forming the AR scene
- Improving the basic app
- Summary
- Further reading
- Chapter 4: AR for Training with WebAR and Augmented Class!
- Technical requirements
- Using AR for training
- Exploring WebAR with Google Web Component
- Working with 3D models
- Creating a simple web page
- Coding with Glitch
- Coding the style sheet
- Coding the index.html page
- Adding the Component to our page
- Visualizing the 3D models in AR
- Exploring Augmented Class!
- Preparing the material
- Creating a simple project
- Adding user interaction
- Creating interaction between markers
- Sharing the project
- What's next?
- Summary
- Chapter 5: AR for Marketing with EasyAR
- Technical requirements
- Using AR for marketing
- Understanding EasyAR
- Building image-based AR
- Understanding our AR scene
- Preparing the target
- Obtaining the key
- Testing the scene
- Troubleshooting
- Building the app
- Working with custom 3D models
- Creating an AR catalog
- Modifying the AR scene
- Creating the controller script
- Creating the interface
- Summary
- Chapter 6: AR for Retail with Vuforia
- Technical requirements
- Using AR for retail
- Exploring Vuforia
- AR on the go
- using Ground Plane