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180615s2016 caua o 000 0 eng d |
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|a QA76.9.I52
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|a UAMI
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|a O'Connell, Kharis,
|e author.
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|a Designing for mixed reality :
|b blending data, AR, and the physical world /
|c Kharis O'Connell.
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|a First edition.
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|a Sebastopol, CA :
|b O'Reilly Media,
|c [2016]
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|c ©2016
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|a 1 online resource (1 volume) :
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|a Online resource; title from title page (Safari, viewed June 13, 2018).
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|a Today's interaction designers generally operate within well-researched and documented constraints for both web and mobile applications--but not for much longer. By mixing the real and virtual worlds, new products such as Hololens, DAQRI, Meta, and Magic Leap clearly demonstrate that designers no longer have to confine user interfaces to a screen. In this O'Reilly report, author Kharis O'Connell guides you through the new realm of mixed reality. You'll discover the difference between designing for arenas rather than web or mobile screen rectangles, and examine some of the supporting tools, technologies, and techniques that will enable you to make the transition. Display information by understanding the limitations and differences between a "light-field" and an LCD screen Explore concepts for transitioning from a 2D to a 3D mindset Examine different input methods and technologies, from touch to hearing to speaking Understand how tomorrow's designers will need to manifest information at the right time in the right place Learn which industries will benefit from these new tools, and what new industries could emerge
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|b O'Reilly Online Learning: Academic/Public Library Edition
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|a Human-computer interaction.
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|a Information visualization.
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|a Virtual Reality
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|a Réalité virtuelle.
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|a Réalité mixte.
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|a Visualisation de l'information.
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|a virtual reality.
|2 aat
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|a Human-computer interaction
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|u https://learning.oreilly.com/library/view/~/9781492042761/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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|a 92
|b IZTAP
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