Book Image

Enterprise Augmented Reality Projects

By : Jorge R. López Benito, Enara Artetxe González
Book Image

Enterprise Augmented Reality Projects

By: Jorge R. López Benito, Enara Artetxe González

Overview of this book

Augmented reality (AR) is expanding its scope from just being used in mobile and game applications to enterprise. Different industries are using AR to enhance assembly line visualization, guide operators performing difficult tasks, attract more customers, and even improve training techniques. In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case. You'll delve into the basics of Unity and get familiar with Unity assets, materials, and resources, which will help you build a strong foundation for working on the different AR projects covered in the book. You'll build real-world projects for various industries such as marketing, retail, and automation in a step-by-step manner. This will give you hands-on experience in developing your own industrial AR apps. While building the projects, you'll explore various AR frameworks used in the enterprise environment such as Vuforia, EasyAR, ARCore, and ARKit, and understand how they can be used by themselves or integrated into the Unity 3D engine to create AR markers, 3D models, and components of an AR app. By the end of this book, you'll be well versed in using different commercial AR frameworks as well as Unity for building robust AR projects.
Table of Contents (10 chapters)

Using AR for training

AR has been present in the educational field for more than 20 years, especially inside the university scope, although its growth has been much slower and less noticed than in more commercial fields such as marketing or tourism.

With the evolution of the supporting hardware (phones, tablets, and digital whiteboards, for example), AR has become a valuable asset in education and training. It allows students to visualize concepts in three dimensions over an image or directly in the room so that they can access information in a quicker and more dynamic way (just pointing with the camera instead of searching on a book or the internet for the information) or to create deeper personal projects (giving life to a painting, adding instructions or extra information over a handcrafted project, creating an animated presentation, and more).

One important consideration...