توضیحاتی در مورد کتاب Augmented Reality: Where We Will All Live
نام کتاب : Augmented Reality: Where We Will All Live
ویرایش : 2
عنوان ترجمه شده به فارسی : واقعیت افزوده: جایی که همه ما زندگی خواهیم کرد
سری :
نویسندگان : Jon Peddie
ناشر : Springer
سال نشر : 2023
تعداد صفحات : 429
ISBN (شابک) : 303132580X , 9783031325809
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 28 مگابایت
بعد از تکمیل فرایند پرداخت لینک دانلود کتاب ارائه خواهد شد. درصورت ثبت نام و ورود به حساب کاربری خود قادر خواهید بود لیست کتاب های خریداری شده را مشاهده فرمایید.
فهرست مطالب :
Foreword to the First Edition by Thomas A. Furness III
Foreword to the First Edition by Steve Mann
Preface to the Second Edition
What Are We Doing Here?
Acknowledgments
Contents
List of Figures
List of Tables
1: Introduction
1.1 From Pepper’s Ghost to Contact Lenses: Augmented Reality Is Where We All Will Live
1.1.1 The Promise of Augmented Reality
1.1.2 The Dangers of Augmented Reality
1.1.2.1 Concerns About Privacy
1.1.3 Augmented Reality Skills
1.1.4 Seeing Augmented Reality
1.1.4.1 A definition of an Augmented Reality System
1.1.5 The Realities
1.1.6 Augmented Reality’s Place in the Metaverse
1.1.6.1 Translating the World
1.1.6.2 Consumers vs. Industrial, Military, and Scientific
1.1.6.3 Movie Metaphors and Predictors
1.1.6.4 The Code of Ethics on Human Augmentation
1.1.6.5 Laws of Mixed Reality
1.1.6.6 Augmented Reality Can Help and Monitor
1.1.6.7 Augmented Reality in Games
1.1.6.8 Auditory Augmented Reality
1.1.7 Definitions
1.1.7.1 What Is Augmented Reality?
1.1.7.2 Internet of Things
1.1.7.2.1 Wearables
Smart Glasses and Augmented Reality
1.1.7.2.2 Augmenting Reality
1.1.7.3 Types of Augmented Reality
1.1.7.3.1 Mixed Reality
1.1.7.3.2 Difference Between Mixed Reality and Augmented Reality
1.1.7.4 Difference Between Virtual Reality and Augmented Reality
1.1.7.4.1 Dual Modality
1.1.7.5 AR Preferred Over VR If Forced to Choose
1.2 Summary
References
2: Types of Augmented Reality Systems
2.1 The Taxonomy of Augmented Reality
2.2 Contact Lens
2.2.1 Hybrid: Glasses and Contacts
2.2.1.1 What Can You See?
2.2.1.1.1 Aids for the Visually Disabled
2.3 Head-Up Display
2.4 Helmet
2.4.1 First Responders AR Helmet
2.4.2 Construction and Other AR Helmets
2.4.3 Motorcycle Helmets: AR May Not Be for Everyone
2.4.4 Retrofit Devices
2.4.4.1 Scuba Diving HUD
2.5 Smart Glasses
2.5.1 Integrated Smart Glasses
2.5.1.1 Indoors and Outdoors
2.5.1.2 Consumer
2.5.1.2.1 Printed Smart Glasses
2.5.1.2.2 Meta/Facebook’s Aria Project
2.5.1.3 Commercial-Industrial
2.5.1.4 Field Service
2.5.1.5 Prescription Smart Glasses
2.5.1.6 Blue Light Filters
2.5.2 Add-on Smart Glasses
2.6 Projection
2.6.1 Projectors
2.6.2 Spatial Augmented Reality
2.6.3 CAVE
2.7 Specialized and Others
2.7.1 Watermarking Augmented Reality
References
3: Augmented Reality: We’ll All Be Experts Now
3.1 Augmented Reality Will Change Our Lives Forever—For the Better
3.2 Technology Works When It Is Invisible
Reference
4: Overview of Augmented Reality System Organization
4.1 What to See and What Not to See
4.1.1 A Few Words About Convergence Conflict
4.1.1.1 Retinal Laser Beam Scanning
4.1.1.2 Varifocal
4.1.1.3 Multiple Depth Planes
4.1.1.4 Light Fields
4.1.1.5 Holography
4.1.2 Summary
4.2 The Problem with Technology
References
5: Historical Overview: Ghosts to Real AR to DARPA
5.1 Trend Spotting
5.1.1 Interest Over Time Google Trends
5.2 Real-Time Content in Context
5.2.1 Informational
5.2.2 Instructional
5.2.2.1 Vector Graphics vs Raster
References
6: Key Applications
6.1 Scientific, Industrial, and Government
6.1.1 Architecture, Engineering, and Construction
6.1.1.1 Design
6.1.2 Aviation and Aerospace
6.1.2.1 Augmented Reality in the Aerospace Industry
6.1.2.2 Augmented Reality in Astronaut Training
6.1.3 Education
6.1.3.1 Welding
6.1.3.2 Medical Training
6.1.4 Inspection and Maintenance
6.1.4.1 Technical Documentation with Augmented Reality
6.1.4.2 Maintenance and Repair
6.1.4.3 Automotive, Trucks, and Heavy Equipment
6.1.5 Manufacturing
6.1.5.1 Reduced Errors in Manufacturing
6.1.6 Marine Vehicles (Submarines to Pleasure Craft to Aircraft Carriers)
6.1.7 Medicine
6.1.7.1 Help the Visually Impaired with Augmented Reality Smart Glasses
6.1.7.2 Augmented Reality Disabilities
6.1.7.3 Help Immobile People Communicate Using Their Eyes
6.1.7.4 Help Blind People See with Their Ears and Fingers
6.1.7.5 Help Patients with Chronic Intractable Phantom Limb Pain
6.1.7.6 Surgical Navigation for Image-Guided Spine, Cranial, and Trauma Surgery
6.1.7.7 Augmented Reality Telepresence
6.1.7.8 Diet Management
6.1.7.9 Seeing Veins
6.1.7.10 Video Recording Not Augmented Reality
6.1.8 Military
6.1.9 Power and Energy
6.1.10 Public Sector
6.1.10.1 First Responders
6.1.10.2 Civic Augmented Reality
6.1.10.3 Airport Security
6.1.10.4 US Postal Service
6.1.10.4.1 Having a Little Fun
6.1.11 Weather and News
6.1.12 Real Estate
6.1.13 Telepresence
6.2 Commercial and Enterprise
6.2.1 Email with Personality
6.2.2 Advertising and Marketing
6.2.2.1 Retailers
6.2.2.1.1 How Augmented Reality Is Changing the Way Consumers Shop
6.2.2.2 Post Augmented Reality
6.3 Consumer
6.3.1 Markerless Identification of Things
6.3.2 Virtual Fashion Items
6.3.2.1 Shoes and Fashion
6.3.2.2 Clothing
6.3.2.3 Glasses
6.3.2.4 Makeup
6.3.2.5 Hair Styles
6.3.3 Art
6.3.4 Entertainment
6.3.4.1 Games
6.3.4.1.1 ARQuake
6.3.4.1.2 Smartphone
6.3.4.1.3 Console
6.3.4.1.4 Pokémon GO
6.3.4.1.5 Geo AR Games
6.3.4.1.6 Shooters
6.3.4.2 Porn
6.3.5 Educational
6.3.5.1 Museums and Galleries
6.3.6 Navigation and Control
6.3.6.1 Aircraft
6.3.6.2 Walking and Driving
6.3.6.2.1 Road Signs
6.3.6.3 Summary
6.3.7 Translation
6.3.7.1 Real-Time Text Translation
6.3.8 Sports and Training
6.3.8.1 Augmented Reality Extended to Consumers in 2010 in the Form of Smart Glasses
6.3.8.2 Augmented Reality in Hunting
6.4 Summary
References
7: Software Tools and Technologies
7.1 Khronos Group
7.1.1 Khronos Compute Acceleration Standards
7.1.2 OpenVX: An API Dedicated to Vision Processing and Inferencing
7.1.3 Khronos OpenXR Standard
7.1.4 The glTF 3D Asset Format for Pervasive 3D
7.1.5 Summary
7.2 ARToolkit
7.2.1 Vuforia
7.2.2 Augment
7.2.3 Infinity AR
7.2.4 Kudan
7.2.5 HoloLens MRTK3
7.2.6 Scope AR
7.2.7 ViewAR
7.2.8 Others
7.3 The Role of Augmented Reality Interfaces
7.3.1 Who Will Define Augmented Reality?
7.4 Summary: Players and Platforms
8: Technology Issues
8.1 Our Amazing Eyes
8.1.1 Rods, Cones, and Fovea
8.1.2 Resolution
8.2 What We See
8.2.1 Blind Spot
8.2.2 Eye Movement
8.2.3 Interlaced TV and Motion Perception
8.3 Latency Issues in Augmented Reality Displays
8.3.1 Field Sequential Color System and Latency
8.3.2 Display Issues
8.4 Eyebox
8.4.1 Head Motion Box
8.5 Field of View
8.5.1 Pixel Pitch
8.6 Displays
8.6.1 Proximity
8.6.2 Close
8.6.3 Virtual Reality
8.6.4 Augmented Reality
8.6.5 Mixed
8.6.6 Ambient Light
8.6.7 Color Depth
8.6.8 Refresh Rate
8.6.9 Summary
8.7 Augmented Reality Displays
8.7.1 Transparency
8.7.2 Technology
8.7.2.1 Emissive or Reflective
8.7.2.2 Eye Glow?
8.7.2.3 Optical Path
8.7.2.4 Eyetap vs. Offset
8.7.3 Direct Emissive and Modulated
8.7.3.1 Nontransparent Modulated Displays
8.7.3.2 Color Generation
8.7.3.3 LCDs with Color Filter
8.7.3.4 LCD Screens
8.7.3.4.1 Backlighting vs. Transparency
8.7.3.5 LCoS
8.7.3.5.1 Color Filter Reflective: LCoS
8.7.3.5.2 Field Sequential Color: LCoS
8.7.3.6 FLCoS
8.7.3.7 Digital Light Processing (DLP)
8.7.3.8 Laser Beam Scanning
8.7.3.8.1 Retinal Scanning and Virtual Retinal Displays
In Focus
8.7.4 Optical Routing
8.7.4.1 Display Devices vs. Waveguide Compatibility
8.7.4.2 Eye Relief
8.7.4.3 Optical Waveguide
8.7.4.4 Holographic Waveguide
8.7.4.5 Polarized Waveguide
8.7.4.6 Surface Array Reflector Waveguide
8.7.4.7 Zeiss Uses a Combo
8.7.4.8 Single Beam Splitter
8.7.4.9 HUD Displays
8.7.4.10 Reflective
8.7.4.11 Plenoptic
8.7.5 Transparent Direct-Emissive Displays
8.7.5.1 MicroLED
8.7.5.2 OLED Screens
8.7.5.3 Sound
8.7.5.3.1 Headphones
8.7.5.3.2 Bone Conduction
8.7.5.4 Power and Other Issues
8.7.5.5 Contact Lens: In or Out?
8.7.5.6 The Ultimate Augmented Reality Display?
8.8 Sensors
8.8.1 Cameras
8.8.1.1 Depth Sensing
8.8.1.2 Thin Photo Sensors and Lenses Will Yield Skinny Lightweight Devices
8.8.1.3 A Thin Sensor Needs a Thin Lens
8.8.2 Localization, Tracking, and Navigation Sensors
8.8.3 Inertial Measurement Unit
8.8.3.1 MEMs
8.8.4 Haptic Feedback
8.8.4.1 Haptic Feedback Thin as an Eyelash
8.8.5 Earthquake Prediction Sensor
8.9 Augmented Reality: Marker vs. Markerless
8.9.1 Markers and Fiducials
8.9.2 Natural Feature Tracking Using Markers
8.9.3 SLAM: Markerless Location
8.9.3.1 GPS Markerless Tracking
8.10 User Interfaces in Augmented Reality Systems
8.10.1 Voice Control
8.10.2 Gesture Control
8.10.3 Eye-Tracking
8.10.4 Brain Waves
8.11 Processors
8.11.1 Summary
References
9: Augmented Reality Devices and Suppliers
9.1 Suppliers
9.2 Things That Are Not AR
9.2.1 VR Is Not AR
10: Conclusions and Future Possibilities
10.1 Privacy: Is There Such a Thing Today?
10.2 Social Issues
10.3 Nano-scale Technology
10.4 What the Future May Hold
Appendix
Prototype WWI Augmented Reality Glasses?
Were the Germans Ahead of the Times
Standards
Glossary
Index