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Microsoft HoloLens Developer's Guide.

Transform the ways you communicate, create, collaborate, and explore using Microsoft HoloLensAbout This Book* Create immersive augmented reality apps for Microsoft HoloLens from scratch* Leverage the powerful HoloLens sensors to interact with real-world motions and gestures and make your app life-li...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Vroegop, Dennis
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, 2017.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Credits; About the Author; Acknowledgments; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Let's Begin!; Welcome to the HoloLens!; The device; A wearable computer; The sensors; Cameras; Microphones; Holographic lenses; Spatial speakers; Processors; The device in a nutshell; Displaying 3D images; Wearing the device; Turning the device on for the first time; Learning the gestures; Calibrating the device; The device portal; Overview of the portal; The different menus in the portal; The Views menu in the portal; Writing your first holographic application.
  • The tools we need to write softwareYour very first application; Deploying your first app to the emulator; How to use the emulator; Deploying the app to the device; Deploying through Wi-Fi; Deploying through USB; Let's have a look at the code; The structure of the project; Inside the AppView class; Using Unity3D to create great holographic apps; Our first HoloApp in Unity3D; Fixing the camera; Changing the position; Changing the background color; Adding holographic objects; Create a sample script; Building the project; Continuing in Visual Studio after Unity.
  • The structure of a Unity HoloLens UWP app solutionBuild configurations with Unity; Building and running your HoloLens Unity app; Summary; Chapter 2: Designing Your App; Unique features of the device; Thinking in three dimensions; Making sure objects are in a logical place; Making sure objects can be reached; Making sure objects can be found; Pointers; Sounds; Dealing with limited input methods; Gestures; Audio; People do not expect sudden changes; The social aspect in collaborative situations; Give your user superpowers!; Forming a design team; Big projects need big teams.
  • Small projects need small teamsUsing your experience; Where holographic apps are; Where do holographic apps differ?; The workflow to identify your features; Writing down your mission statement; Brainstorming all ideas; Removing ideas that don't support the mission statement; Separating must-haves from nice-to-haves; Prioritizing must-haves; Implementing your app; Introducing the RockOn app; What do we want to achieve?; How do we get there?; Decision time
  • tooling; Developing with DirectX; Developing with Unity3D; Creating a new project; Getting started with Unity3D.
  • The role of Visual Studio in developing for the HoloLensAdding assets to the scene; Building the project; Deploying the project; Using the emulator; Using the device; Making some small adjustments; Summary; Chapter 3: Gestures and Events; Working with gestures; Some UX considerations; A brief history of user interfaces; Command-line interface; Graphical user interface globally; Natural user interface; Feedback; Types of feedback in the HoloLens world; Getting to grips with gaze; Gaze in DirectX; The bare HoloCursor class; A word about shaders; The processing pipeline; Programming shaders.