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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Berkeley, CA :
Apress,
Ã2011.
|
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.
- 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.
- 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.
- 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.
- 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.