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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)
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.