Book Image

Virtual & Augmented Reality For Dummies

By : Paul Mealy
Book Image

Virtual & Augmented Reality For Dummies

By: Paul Mealy

Overview of this book

Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. This book helps you understand what these technologies are, their history, how they’re being used. The book starts with the introduction of virtual and augmented reality, you’ll understand the history and the current state of VR and AR. Next, you’ll explore the various current and future hardware options for consuming virtual and augmented reality experiences. Moving ahead, you’ll discover methods to plan out your VR or AR project, from determining your audience to exploring design principles and best practices. You’ll also discover some of the industries utilizing virtual and augmented reality and explore specific applications built-in virtual and augmented reality. Towards the end, you’ll assess the near-future market for VR and AR and predict the impact of upcoming changes to their marketplaces. By the end of this book, you’ll have a strong knowledge base that you can use to make your own informed decisions on VR and AR technology or apply to your own projects as you create.
Table of Contents (13 chapters)
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Chapter 5

Consuming Content in Augmented Reality


check Exploring current consumer-based augmented reality experiences

check Identifying potential upcoming hardware

check Comparing current and future generations of hardware

Augmented reality (AR) currently finds itself at the point where virtual reality (VR) was four or five years ago. Consumer buzz around the technology has started to build, but few people have had a chance to experience it in any meaningful way.

AR has yet to experience that “a-ha” moment with consumers, when a switch is flipped in their minds to the possibilities of AR. Flipping that switch may start a “space race” of sorts, in which manufacturers will aggressively compete to see whose AR form factor will win out. Determining a winner in that contest may ultimately come down to a matter of cost. Who will be able to create a compelling experience for consumers at a price that supports mass-scale production? Up to this point, most current...