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HoloLens beginner's guide : join the AR revolution with HoloLens / Jason Odom.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Author/Creator:
Odom, Jason, author.
Language:
English
Subjects (All):
Application software--Development.
Application software.
Virtual reality.
Computer science.
Physical Description:
1 online resource (352 pages)
Edition:
1st edition
Place of Publication:
Birmingham, England : Packt Publishing, 2017.
System Details:
Mode of access: World Wide Web.
text file
Biography/History:
Odom Jason M. : Jason Odom is a game developer with nearly 20 years of experience working on titles for companies such as Activision and Take 2 Interactive, along with years of game development teaching and mentoring. He is the founder of Thought Experiment, a start-up mixed reality studio, and he is currently working on HoloQuest and CrossTrainMR properties for HoloLens. When he is not making software and applications, he is a loud and proud mixed reality evangelist with a highly active YouTube channel, and a prolific technology blogger for NextReality.
Summary:
Create interactive and intuitiveness HoloLens applications with ease About This Book Start developing immersive and interactive apps for Microsoft HoloLens Explore the Windows Universal Development platform for HoloLens development Leverage the full set of HoloLens sensors to create mesmerizing apps Who This Book Is For If you are a developer new to Windows Universal development platform and want to get started with HoloLens development, then this is the book for you. No prior experience of C# programming or of the .NET framework is needed to get started with this book. What You Will Learn Write an app that responds to verbal commands Communicate between devices in the boundaries of the UWP model Create sounds in the app and place them in a 3D space Build simple apps that display holograms Interact with the physical environment while taking physical boundaries into account In Detail HoloLens revolutionizes the way we work and interact with the virtual world. HoloLens brings you the amazing world of augmented reality and provides an opportunity to explore it like never before. This is the best book for developers who want to start creating interactive and intuitive augmented reality apps for the HoloLens platform. You will start with a walkthrough of the HoloLens hardware before creating your first app. Next you will be introduced to the various HoloLens sensors and find out how to program them efficiently so that they can interact with the real world seamlessly. Moving on, you will learn how to create smart animations and add video overlay that implements real-time tracking and motion-sensing abilities to your HoloLens app. Finally, you will learn how to test your app effectively.
Contents:
Cover
Copyright
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Table of Contents
Preface
Chapter 1: Welcome to the New World
What exactly is the HoloLens?
What you need to develop for the HoloLens
Unity
Visual Studio community
HoloToolkit - Unity
HoloLens emulator
Visual Studio tools for Unity
Other useful tools
Installing the software
Installing Visual Studio
Unity HoloLens technical preview
Visual Studio 2015 tools for Unity
HoloToolkit-Unity
Unity3d quick overview
The main view
Summary
Chapter 2: HoloWorld
Hello World!, as its customary
The layout of a HoloLens project
Unity directory structure
Saving the scene
Objects and components
Objects
Components
First project
Our cubism period
Adding a little color
Material plane
Creating the text
Physics simulations
Building the project in Unity
Build settings
Player settings
Compiling our project
Setting Up Visual Studio
Using the HoloLens emulator
Compilation time
Chapter 3: I am in Control
Prefabs
Let's save the HelloWorld
Parent/Child relationship
Creating prefabs
Installing the HoloToolkit
User Input overview
InputManager prefab
New Camera prefab ­- updated HoloToolkit
Cursor
Gaze
Gesture
Voice
Animation
A quick history
Humble beginnings
Time to move!
It's easier than it seems
Mecanim
The Mecanim window
Make them interactive
Here is the Game Plan
Our first script
Materials, textures, and shaders
Materials
Search For It
Adding the details
Changing the color
OnFocusEvent component
Speech Input Source
Time to build and test
Chapter 4: User-Friendly Interface
Reloading
Unity C# scripting.
What is C#?
A quick example
Where to begin
The breakdown of a Unity C# class
Variables
Access modifiers
Class methods
Understanding scope
A lot to take in
User interface design
General user interface best practices
Something new
Microsoft HoloLens best practices
The Unity camera and HoloLens
Unity UI
Overview
Interactivity
HoloLens UI
A visible canvas
Now it's time to build again
Any object can be an interface object
Chapter 5: Now That Is How It Should Sound
Audio overview
Here is what it is all about
Unity audio components
Audio Listener
Audio Source
Spatial sound and HoloLens
Spatial sound
Setting up Audio Sources
Building a soundscape
Finding sounds
Importing our sounds into Unity
Audio Source options
Using our sounds
Let's listen to our work
Chapter 6: Not So Blank Spaces
Spatial Mapping
Let's get into this
Importing the essentials
Spatial Mapping in practice
Spatial Mapping Observer
Spatial Mapping Manager
Object Surface Observer
Our new Skeeball machine
Application management
Design patterns
There can be only one
Creating our application manager
The ApplicationManager code
Attaching our application manager and wiring it up
So let it be written... so let it be done...
The home stretch
Code matters
Let us enjoy our hard work
Chapter 7: The Tools of the Trade
Persistence
Why are persistent holograms necessary?
Coordinate systems
World Anchors
World Anchor system
Some quick upkeep
World Anchor code
ApplicationManager changes
A few more quick changes
Seeking help
The in-game debug window
The prefab
Let's wire this sucker up
In-game menu
Creating the menu items
Setting up to code
Time to code
Summary.
Chapter 8: Share What You Have Got
Networking
What is a network?
Making the Skeeball game a shared experience
Quick setup
A very simple first step
Too much information
Spawning our Skeeball machine
It's not really backtracking if it was the plan
Application manager
Enums
Updating the Update() method
Filling in the blanks
The payoff
Chapter 9: Putting It All Together
Our main Prefab
The organization system
The reorganization
Importing the RampColliders
When bounding boxes collide
Who wants to score?
Think globally act locally
Finishing the Prefab
Ball Spawn Point
SkeeSpawner
Speed indicator
GameBall Prefab
Tags and Layers
ThrowBall.cs
Finishing touches
Updating Placeskee ballMachine
ApplicationManager
Action makes sound
Some quick house cleaning
Replacing the main Prefab
Chapter 10: Fixing Problems
The Application Manager
Seeing it all at once
What does our Application Manager do?
Debugging
Bring the black flag
Inspector
Unity Property Attributes
Unity Inspector Debug Mode
Debug.Log/Console window
Visual Studio Debugger
Profiling and fixing performance
HoloLens Developers Portal
HoloToolkit FPS prefab
Unity Profiler
Visual Studio performance profiler
Unity Frame Debugger
Visual Studio Graphics Debugger
Simplygon
Index.
Notes:
Includes index.
Includes bibliographical references and index.
Description based on online resource; title from PDF title page (ebrary, viewed May 18, 2017).
ISBN:
9781786465467
1786465469
OCLC:
988029431

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