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BOOKS FOR PROFESSIONALS BY PROFESSIONALS
®
COMPANION eBOOK
US $39.99
Shelve in
Mobile Computing
User level:
Intermediate–Advanced
www.apress.com
L
earn how to create augmented reality apps that unleash the full potential of
iOS with Pro iOS 5 Augmented Reality. This book shows you how to use the
on-board sensors and camera of your iOS device to enhance the environment
around you with integrated facial recognition and social media functionality.
Pro iOS 5 Augmented Reality first details the differences in hardware sensors,
cameras and more between the iPhone 4 and iPhone 4S, iPod touch, iPad and
iPad 2. It then walks you through the foundations of building an augmented
reality application for the iPhone or iPad. From using MapKit, to the accelerom-
eter and compass, to integrating facial recognition and Facebook data, you’ll
learn the building blocks of creating augmented reality applications with the
help of engaging case studies.
With Pro iOS 5 Augmented Reality you’ll learn how to:
•
Use MapKit and integrate it into your app
•
Play and record sound within an augmented reality app
•
Use the iPhone or iPad camera and video
•
Program using the accelerometer, gyroscope, and compass
•
Use cocos2d to overlay a heads-up display on the camera view
•
Integrate facial recognition into your app
•
Build an augmented reality feature-rich enterprise game and
Facebook apps
After reading Pro iOS 5 Augmented Reality, you’ll be able to build augmented
reality rich media apps or integrate all the best augmented reality techniques
and tools into your existing apps.
T
urn your ideas for cool, useful apps into reality with Beginning Android 3. This
book shows you how to use Android to build Java-based mobile applica-
tions for a wide range of phones and devices.
Author, Android columnist and developer Mark L. Murphy first explains how to
install all the tools you need to become an Android developer. He then walks
you through the fundamentals of Android development with details on UI lay-
outs, Android’s menu system, widgets and multi-touch.
Beginning Android 3 builds your skill-set one app at a time. Once you’ve mastered
the basics with the creation of simple apps, it helps you build more advanced apps
using Android’s location sensors, rotation detection and local database features.
With Beginning Android 3, you’ll learn how to:
•
Create Flash games and user interfaces using both the Android widget
framework and the built-in WebKit-powered Web browser components
•
Utilize the distinctive capabilities of the Android engine
•
Use and create Android applications incorporating activities, services,
content providers and broadcast receivers
•
Support Android 3 and earlier, including multiple versions
•
Build and experience the array of new WebM video and other
multimedia APIs.
Beginning Android 3 helps you develop the skills that enable your apps to stand
out from the crowd, ensuring a great start to your Android coding career.
Pro
iOS 5 Augmented
Reality
Kyle Roche
Enhance your virtual world with the
power of iOS augmented reality
Roche
Pro
iOS 5 Augmented Reality
Companion
eBook
Available
SOURCE CODE ONLINE
For your convenience Apress has placed some of the front
matter material after the index. Please use the Bookmarks
and Contents at a Glance links to access them.
iii
Contents at a Glance
Contents .............................................................................................................. v
About the Author ................................................................................................ ix
About the Technical Reviewers .......................................................................... x
Acknowledgments ............................................................................................. xi
Preface ............................................................................................................. xii
■Chapter 1: Introduction ................................................................................... 1
■Chapter 2: Hardware Comparison ................................................................. 15
■Chapter 3: Using Location Services ............................................................... 31
■Chapter 4: iOS Sensors .................................................................................. 63
■Chapter 5: Sound and User Feedback ............................................................ 87
■Chapter 6: Camera and Video Capture ........................................................ 101
■Chapter 7: Using cocos2D for AR ................................................................. 123
■Chapter 8: Building a cocos2D AR Game ..................................................... 141
■Chapter 9: Third-Party Augmented Reality Toolkits .................................... 181
■Chapter 10: Building a Marker-Based AR Application with OpenGL ES ...... 211
■Chapter 11: Building a Social AR Application .............................................. 225
■Chapter 12: Facial-Recognition Techniques ................................................ 263
■Chapter 13: Building a Facial Recognition AR App ...................................... 297
Index ............................................................................................................... 333
1
Chapter
Introduction
Welcome to Pro iOS 5 Augmented Reality. Augmented reality (AR) has existed in sci-fi
movies for decades, is used in the military for head-up displays (HUDs), and until
recently, has been a thing of the future. With the upswing in mobile applications since
the introduction of the iPhone and the Android operating system, applications such as
Layar (www.layar.com), Metaio’s Junaio (www.junaio.com), and Wikitude
(www.wikitude.com) have put augmented reality in the hands of the everyday consumer.
In this book, I’ll walk you through how to create your own augmented reality applications
for iOS.
Time magazine named augmented reality among the top-ten technology trends for
2010. Time barely scratched the surface on the potential applications of AR. They
selected a few vendor application platforms, such as Layar, and also discussed some
more day-to-day applications, such as that employed by the United States Postal
Service (USPS).
Augmented Reality in the Real and Cyber World
The USPS introduced an augmented reality application to its web site in 2010. If you’ve
ever mailed something from the post office, you can attest to the fact that quickly
selecting a box that fits your needs without holding up the line is a near impossible task.
Either you’re stuck wasting a lot of space with a bigger box or you’re holding up the 20
people behind you while you jam all your items into the box that almost fits everything.
The USPS took a shot at making this easier, without requiring you to leave your home or
office. Basically, you go to the USPS web site (www.prioritymail.com) and use the
Virtual Box Simulator and your webcam to try out different box sizes before you head
out for the post office. It works like this:
Print out a special icon (the USPS eagle) so the simulator knows where to put the
hologram of the virtual box. See Figure 1–1.
1. Make sure your webcam is enabled.
1
CHAPTER 1: Introduction
2
2. Launch the Virtual Box Simulator. Put the printed image in the view of
the webcam and the simulator puts a hologram of different options for
shipping containers around the image. See Figure 1–2.
Figure 1–1. This eagle icon is printed and used by the USPS to augment your camera’s view with a simulated
shipping container.
There are a few basic principles to follow when creating icons or markers for
recognition. For traditional markers, you want high-contrast objects that carry a certain
uniqueness and aren’t found in common scenarios. In fact, random images are often
more effective. Also, you want to use images that have a certain rotation and aren’t
symmetrical either horizontally or vertically. This helps the AR program recognize
orientation and adjust accordingly. The USPS marker is a good example of these
principles.
Figure 1–2. The hologram is overlaying the printed icon.
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