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Pro iOS 5 augmented reality /

Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment.Ĭt makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augment...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Roche, Kyle
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berkeley, CA : Apress, Ã2011.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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520 |a Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment.Ĭt makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocksŏf creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress. After reading Pro iOS 5 Augmented Reality, you'll be able to buildăugmented realityÆrich media apps orĭntegrate all the bestăugmented reality techniques and tools into your existingăpps. Æ. 
505 0 |a Machine generated contents note: ch. 1 Introduction -- Augmented Reality in the Real and Cyber World -- Pop Culture -- Gaming and Location-Based AR -- Getting Your House in Order -- Signing Up for GitHub -- Accessing GitHub from Your Machine -- Setting Up Xcode 4.2 and Your Developer Account -- Linking an Xcode Project to GitHub -- Creating Our Xcode Project -- Connecting Our Project to the Remote Repository -- What's Next? -- Location Services -- Sensor Programming -- Lights, Camera, Action -- Gaming Frameworks -- Third-Party Frameworks -- Summary -- Hardware Comparison -- Out with the Old -- Hardware Components -- Camera Support -- Detecting Location Capabilities -- Wired for Sound -- Checking for Video Capabilities -- Acceleration and Gyroscope -- Enforcing Hardware Requirements -- Summary -- Using Location Services -- You Are Here -- Standard Location Service -- Significant-Change Location Service -- Geographic Region Monitoring Service -- Altitude -- Viewing on the Map. 
505 0 |a Note continued: Centering the Map and Setting the Displayed Region -- Changing the Map Type -- Adding Annotations to the Map -- Reverse Geocoding -- Summary -- iOS Sensors -- Orientation Sensors -- Using the Accelerometer -- Low-Pass Filtering -- Using the Gyroscope -- Magnetometer -- Summary -- Sound and User Feedback -- Audio Data Formats -- So, Which Data Format Is for Me? -- What About File Formats? -- Bit Rates and Quality -- Sample Rates -- Converting Audio for Use in iOS -- Playing Sound in an iOS Application -- System Sound Services -- AVAudioPlayer Class -- Experimenting with the Multiple Audio Players -- Playing Positional Sound -- User Feedback Through Vibration -- Recording Sound -- Initializing the Audio Recorder -- Summary -- Camera and Video Capture -- Quick Review -- Photo Capture -- Using Storyboards -- Using the Camera -- Saving Images in Different Formats -- E-mailing an Image -- Video Capture -- Building a Base on the Video Preview. 
505 0 |a Note continued: Building a Base for Frame Capture -- Summary -- Using cocos2D for AR -- Overview -- Installation -- Installing the Project Templates -- Creating a Project -- Hello Augmented World -- Adjusting the Default View -- Adding the Camera View -- Scaling the Camera View -- cocos2D Concepts -- Scenes -- Director -- Layers -- Adding Effects -- Handling Touch Events -- Visual Effects -- Adding Sound Effects -- Adding a HUD Layer -- Summary -- Building a cocos2D AR Game -- Overview -- Creating the Project -- Camera View -- Creating the Game Menu -- Artwork -- Helper Code Directory -- Finishing the Menu Screen -- Adding the Menu Option -- Enable Camera Support -- Finishing the Action Layer -- Here Come the Pumpkins -- Ending the Game -- Summary -- Third-Party Augmented Reality Toolkits -- Overview -- Powered by String -- String's Basic Workflow -- Extra Functionality -- Unity Integration -- Advanced Shaders and OpenGL Features -- Qualcomm SDK. 
505 0 |a Note continued: Building Our Own QCAR Demo -- Creating the Xcode Project -- EAGLView -- Redirecting the UIView -- ARKit -- Summary -- Building a Marker-Based AR Application with OpenGL ES -- Building a Marker -- Our Marker -- OpenGL ES -- Creating the Project -- Adding the String SDK -- EAGLView -- Creating the AR ViewController -- Summary -- Building a Social AR Application -- Getting Set Up -- Creating a Facebook Application -- Cloning the Facebook iOS SDK -- Vocabulary Lesson -- Azimuth -- Corrected Heading -- Building the Application -- Credits -- Required Frameworks -- Adding the Facebook iOS SDK -- And, We're Off! -- Listening for Sensor Updates -- Storing Coordinates -- Adding Social Context -- Graph for Friends -- Summary -- Facial-Recognition Techniques -- Choices for Facial Recognition -- OpenCV -- iOS 5 CIDetector Class -- Face.com -- Using the OpenCV Approach -- Capturing the Image for Testing -- Haar Cascades -- OpenCV Review. 
505 0 |a Note continued: Using the CIDetector Class Approach -- CIDetector Review -- Using the Face.com API Approach -- Faces.detect API Call -- Adding Face.com Support to Our Sample -- Face.com API Key -- Adding the Face.com Callout -- Measuring Performance -- Summary -- Building a Facial Recognition AR App -- The Application's Purpose -- Technology Used -- Getting Set Up -- Face.com -- cocos2D -- Setting Up Our Twilio Account -- Downloading the ASI-HTTP-Request Library -- JSON-Framework -- Project Structure -- Setting Up the Main Scene -- Enabling the Camera -- Face.com API -- Using the ASI-HTTP-Request Library -- Creating the POST Request Method -- Creating the NSTimer -- Parsing the Output -- Constructing Our HUD Layer -- Adding a Twilio Callout -- Summary. 
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