Introduction 1
About This Book 2
Foolish Assumptions 3
Icons Used in This Book 3
Beyond the Book 4
Where to Go from Here 4
Part 1: Getting Started with Virtual and Augmented Reality 5
Chapter 1: Defining Virtual and Augmented Reality 7
Introducing Virtual Reality and Augmented Reality 8
Looking at Some Other Types of Virtual and Augmented Reality 11
Mixed reality 11
Augmented virtuality 13
Extended reality 14
Taking a Quick History Tour 14
The father of virtual reality 15
Augmented reality gets a name 16
Early virtual reality failures 16
Virtual reality breaks through 17
Augmented reality hits the mainstream 18
Evaluating the Technology Hype Cycle 19
Chapter 2: Exploring the Current State of Virtual Reality 23
Looking at the Available Form Factors 24
Focusing on Features 29
Room-scale versus stationary experience 29
Inside-out tracking 31
Haptic feedback 33
Audio 35
Considering Controllers 36
Toggle button 36
Integrated hardware touchpad 37
Gaze controls 37
Keyboard and mouse 38
Standard gamepads 40
Motion controllers 40
Hand tracking 43
Eye tracking 44
. . . and much more 46
Recognizing the Current Issues with VR 47
Simulator sickness 47
The screen-door effect 49
Movement in VR 50
Health effects 51
Cannibalization of the market 51
Assessing Adoption Rates 52
Chapter 3: Exploring the Current State of Augmented Reality 55
Looking at the Available Form Factors 57
Mobile devices 57
AR headsets 58
AR glasses 60
Considering Controllers 61
Touch 62
Gaze 63
Keyboard and mouse 64
Voice 64
Hand tracking 65
Motion controllers 66
Recognizing the Current Issues with Augmented Reality 68
Form factors and first impressions 68
Cost and availability 69
Perceived usefulness 69
Tracking 70
Field of view 72
Visuals 73
Assessing Adoption Rates 74
Part 2: Consuming Content in Virtual and Augmented Reality 77
Chapter 4: Consuming Content in Virtual Reality 79
Exploring Consumer-Grade Virtual Reality 79
High-end devices 80
Mid-tier devices 81
Low-end devices 82
Identifying Near-Future Hardware 83
HTC Vive Pro 84
HTC Vive Focus 85
Lenovo Mirage Solo 86
Oculus Santa Cruz 86
Oculus Go 88
Pimax 8K 89
LooxidVR 90
Varjo 91
Comparing Current and Future Options 92
Chapter 5: Consuming Content in Augmented Reality 95
Exploring Consumer-Grade Augmented Reality 96
Microsoft HoloLens 97
Meta 2 98
Magic Leap 100
Mira Prism 101
Apple ARKit and Google ARCore 102
Identifying Near-Future Hardware 105
Heads-up displays 105
AR devices 106
Comparing Current and Future Options 107
Part 3: Creating Content in Virtual and Augmented Reality 109
Chapter 6: Evaluating Your Project 111
Assessing Your Project's Technology Needs 111
What is the elevator pitch for my project? 112
What are my goals and objectives? 113
What problem does my project uniquely solve? 114
Who is the target market? 115
What should the end-user experience be? 116
Choosing Virtual Reality 117
Strengths 117
Weaknesses 118
Choosing Augmented Reality 119
Strengths 120
Weaknesses 121
Chapter 7: Planning Your Virtual Reality Project 123
Defining Your Virtual Reality Project 123
Determining your project execution 124
Defining your audience 125
Determining hardware support 125
Defining your timeline 128
Exploring Design Principles in Virtual Reality 129
Starting up 129
Focusing the user's attention 130
Understanding the comfort zone 131
Giving the user control 134
Understanding locomotion 134
Providing feedback 136
Following the user's gaze 137
Avoiding simulator sickness 138
More best practices to consider 139
Defining Your Social Experience 140
Chapter 8: Planning Your Augmented Reality Project 143
Defining Your Augmented Reality Project 144
Determining hardware support 144
Defining your timeline 147
Exploring Design Principles in Augmented Reality 148
Starting up 148
Considering the environment 150
Understanding comfort zones 152
Interacting with objects 154
Exploring user interface patterns 158
Understanding text 159
Testing, testing, 1, 2, 3 161
Defining Your Social Experience 161
Chapter 9: Creating Content for Virtual and Augmented Reality 163
Assessing Design Software 164
User experience design software 164
Traditional design tools 169
VR/AR-based design tools 172
Ready-made models 173
Capturing Real Life 174
Video-capture options 175
Still-image capture options 178
Audio options 181
Spatial audio 184
Assessing Development Software 185
Game development engines 185
Mobile augmented reality development 189
WebVR 190
Distributing Your Content 196
Virtual reality desktop headsets 197
Virtual reality mobile headsets 197
Google Cardboard 197
WebVR 198
Augmented reality headsets 198
Mobile augmented reality 198
Other options 199
Part 4: Virtual and Augmented Reality in the Wild 201
Chapter 10: Exploring Virtual Reality Use Cases 203
Art 204
Tilt Brush 204
Pierre Chareau exhibit 207
Google Arts & Culture VR 208
Education 209
Google Expeditions VR 210
Clouds Over Sidra 211
Apollo 11 VR 212
Entertainment 213
Intel True VR 213
The Shard 216
Healthcare 218
Beatriz: A journey through Alzheimer's disease 219
Virtual operating room 221
Psychological therapy 222
Gaming 223
Rec Room 223
VR arcades 224
Chapter 11: Exploring Augmented Reality Use Cases 227
Art 228
Facebook Building 20 228
Jeff Koons and Snapchat 229
Education 231
Google Expeditions 232
Major League Soccer Replay 233
Healthcare education 233
Industry and Commerce 236
thyssenkrupp 236
WorkLink 237
Entertainment 240
Star Wars: Jedi Challenges 241
The New York Times Winter Olympics AR 243
Kinect Sandbox 244
Utilities 247
Perinno-Uno 247
Who Is It? 248
Part 5: The Future of Virtual and Augmented Reality 251
Chapter 12: Assessing the Future of Virtual Reality 253
Anticipating the Near-Future Changes 254
Evaluating the market 254
Looking at upcoming hardware and software 255
Considering Virtual Reality's Killer App 260
Predicting the Impact 261
Chapter 13: Assessing the Future of Augmented Reality 267
Analyzing Near Future Changes 268
Evaluating the market 268
Considering AR's Killer App 269
Predicting the Impact 271
Part 6: The Part of Tens 277
Chapter 14: Ten Questions about Virtual and Augmented Reality 279
How Will Virtual and Augmented Reality Affect Me? 279
Which Technology Will Win? 280
What If I Don't Have a Headset? 281
How Large Will the Virtual and Augmented
Reality Consumer Markets Get? 282
When Should I Enter the Market as a Consumer? 282
When Should My Company Enter the Market? 283
Which Virtual Reality Headset Is Right for Me? 284
What Could Impede the Growth of Virtual and Augmented Reality? 287
Are There Lasting Physical Effects? 287
What Is the Future of Virtual and Augmented Reality? 288
Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality 289
Travel 290
Museums 292
Aerospace 293
Retail 294
Military 295
Education 297
Entertainment 298
Real Estate 300
Advertising and Marketing 301
The Unknown 302
Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today 305
Google Translate 306
Amazon AR View 307
Blippar 308
AR City 310
ARise 311
Ingress and Pokemon Go 312
MeasureKit and Measure 313
InkHunter 313
Sketch AR 314
Find Your Car and Car Finder AR 315
Index 317