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  • Book Overview & Buying HoloLens Beginner's Guide
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HoloLens Beginner's Guide

HoloLens Beginner's Guide

By : Jason M. Odom
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HoloLens Beginner's Guide

HoloLens Beginner's Guide

3 (2)
By: Jason M. Odom

Overview of this book

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.
Table of Contents (11 chapters)
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I am in Control

In this chapter, we will cover the ways we can interact with HoloLens using the input system. This device has been designed around three pillars of control: Gaze, Gesture, and Voice (GGV). Although traditional controllers, such as a keyboard, mouse, and even game controllers, will work with the HoloLens, in most cases, GGV should be the go-to solution for the problems that we, as developers, need to solve.

Before we get there, we will start using the HoloToolKit in this chapter. In order to be successful, we will need to look at a couple of related Unity design concepts that we will use repeatedly, such as prefabs and parent/child relationship.

As we collect user input, we need to show a change to let the user know that their input was received. To help facilitate this need, we will learn some of the basics of Unity's animation system. We will expand our knowledge...

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