Book Image

Augmented Reality for Developers

By : Jonathan Linowes, Krystian Babilinski
Book Image

Augmented Reality for Developers

By: Jonathan Linowes, Krystian Babilinski

Overview of this book

Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses.
Table of Contents (16 chapters)
Title Page
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

The project plan


Before we begin implementing the project, it helps to first define what we're going to do, identify the assets we will use, and make a plan.

Project objective

The goal of the app is to provide a step-by-step tutorial on how to change a tire, which can be used on the spot when someone needs it most -- you've got a flat tire!

Rather than inventing our own content from scratch, we will start with the wikiHow article, How to Change a Tire, which can be found at http://www.wikihow.com/Change-a-Tire (under Creative Commons license). We are using it to illustrate how one might use Augmented Reality for How-to type instruction manuals. A screen capture of the wikiHow article page is shown ahead:

To be honest, it was pure luck and fortuitous that we found this wikiHow article with annotated images and videos. When we first decided on this subject for the chapter, we assumed we would write all the instructions ourselves. Then we discovered the wikiHow article. Even better, the images...