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  • Book Overview & Buying HoloLens Blueprints
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HoloLens Blueprints

HoloLens Blueprints

By : Abhijit Jana, Sharma, Rao
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HoloLens Blueprints

HoloLens Blueprints

By: Abhijit Jana, Sharma, Rao

Overview of this book

Do you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality). You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens. Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production.
Table of Contents (11 chapters)
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7
Build End-to-End Retail Solution - Scenario Identification and Sketching

Digital Reality - Under the Hood

Welcome to the world of Digital Reality. The purpose of Digital Reality is to bring immersive experiences, such as taking or transporting you to different world or places, make you interact within those immersive, mix digital experiences with reality, and ultimately open new horizons to make you more productive. Applications of Digital Reality are advancing day by day; some of them are in the field of gaming, education, defense, tourism, aerospace, corporate productivity, enterprise applications, and so on.

The spectrum and scenarios of Digital Reality are huge. In order to understand them better, they are broken down into three different categories:

  • Virtual Reality (VR): It is where you are disconnected from the real world and experience the virtual world. Devices available on the market for VR are Oculus Rift, Google VR, and so on. VR is the common abbreviation of Virtual Reality.
  • Augmented Reality (AR): It is where digital data is overlaid over the real world. Pokemon GO, one of the very famous games, is an example of this globally. A device available on the market, which falls under this category, is Google Glass.Augmented Reality is abbreviated to AR.
  • Mixed Reality (MR): It spreads across the boundary of the real environment and VR. Using MR, you can have a seamless and immersive integration of the virtual and the real world. Mixed Reality is abbreviated to MR.

This book is mainly focused on developing MR applications using Microsoft HoloLens devices.

Although these technologies look similar in the way they are used, and sometimes the difference is confusing to understand, there is a very clear boundary that distinguishes these technologies from each other. As you can see in the following diagram, there is a very clear distinction between AR and VR. However, MR has a spectrum, which overlaps across all three boundaries of real world, AR, and MR.

Digital Reality Spectrum

The following table describes the differences between the three. Later in the chapter, we will go through the details of each one of them.

Virtual Reality Augmented Reality Mixed Reality
  • Complete Virtual World
  • User is completely isolated from the real world
  • Device examples: Oculus Rift and Google VR
  • Overlays Data over the real world
  • Often used for mobile devices
  • Device example: Google Glass
  • Application example: Pokemon GO
  • Seamless integration of the real and virtual world
  • Virtual world interacts with real world
  • Natural interactions
  • Device examples: HoloLens and Meta

 

Let's explore VR, AR, and MR in more detail.

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