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Pro iOS 5 augmented reality / Kyle Roche.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Roche, Kyle.
Language:
English
Subjects (All):
Human-computer interaction.
Augmented reality.
User interfaces (Computer systems).
iOS (Electronic resource).
Physical Description:
1 online resource (344 p.)
Edition:
1st ed. 2011.
Other Title:
Pro iOS Five augmented reality
Place of Publication:
New York : Apress, 2011.
Language Note:
English
System Details:
text file
Summary:
Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress. After reading Pro iOS 5 Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality techniques and tools into your existing apps. .
Contents:
Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewers; Acknowledgments; Preface; Chapter 1 Introduction; Augmented Reality in the Real and Cyber World; Pop Culture; Gaming and Location-Based AR; Getting Your House in Order; Signing Up for GitHub; Accessing GitHub from Your Machine; Setting Up Xcode 4.2 and Your Developer Account; Linking an Xcode Project to GitHub; Creating Our Xcode Project; Connecting Our Project to the Remote Repository; What's Next?; Location Services; Sensor Programming; Lights, Camera, Action . . .
Gaming FrameworksThird-Party Frameworks; Summary; Chapter 2 Hardware Comparison; Out with the Old; Hardware Components; Camera Support; Detecting the Camera; Detecting Location Capabilities; Digital Compass; Wired for Sound; Checking for Video Capabilities; Acceleration and Gyroscope; Enforcing Hardware Requirements; Summary; Chapter 3 Using Location Services; You Are Here; Standard Location Service; Significant-Change Location Service; Geographic Region Monitoring Service; Altitude; Viewing on the Map; Centering the Map and Setting the Displayed Region; Changing the Map Type
Adding Annotations to the MapReverse Geocoding; Summary; Chapter 4 iOS Sensors; Orientation Sensors; Using the Accelerometer; The UIAccelerometerDelegate Class; Shake Detection; Low-Pass Filtering; Using the Gyroscope; Attitude; Rate of Rotation; Magnetometer; Magnetometer Availability; Calibration; Let's See Where We're Headed; Handling Changes in Orientation; Summary; Chapter 5 Sound and User Feedback; Audio Data Formats; So, Which Data Format Is for Me?; What About File Formats?; Bit Rates and Quality; Sample Rates; Converting Audio for Use in iOS; Getting Information on Media Files
Converting File TypesTesting Your New Sound; Playing Sound in an iOS Application; System Sound Services; AVAudioPlayer Class; Experimenting with the Multiple Audio Players; Playing Positional Sound; User Feedback Through Vibration; Recording Sound; Initializing the Audio Recorder; Summary; Chapter 6 Camera and Video Capture; Quick Review; Photo Capture; Using Storyboards; Using the Camera; Saving Images in Different Formats; Untitled; Video Capture; Building a Base on the Video Preview; Building a Base for Frame Capture; Summary; Chapter 7 Using cocos2D for AR; Overview; Installation
Installing the Project TemplatesCreating a Project; Hello Augmented World; Adjusting the Default View; Adding the Camera View; Scaling the Camera View; cocos2D Concepts; Scenes; Director; Layers; Adding Effects; Handling Touch Events; Visual Effects; Adding Sound Effects; Adding a HUD Layer; Summary; Chapter 8 Building a cocos2D AR Game; Overview; Creating the Project; Camera View; Creating the Game Menu; Artwork; Helper Code Directory; Finishing the Menu Screen; Working with Chipmunk; Creating Objects in Chipmunk; Creating a Spring Joint in Chipmunk; Adding the Menu Option
Enable Camera Support
Notes:
Includes index.
ISBN:
9786613570437
9781280392511
1280392517
9781430239130
1430239131
OCLC:
775668065

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