001444722 000__ 05068cam\a2200553Ii\4500 001444722 001__ 1444722 001444722 003__ OCoLC 001444722 005__ 20230310003724.0 001444722 006__ m\\\\\o\\d\\\\\\\\ 001444722 007__ cr\cn\nnnunnun 001444722 008__ 220302s2022\\\\nyua\\\\o\\\\\001\0\eng\d 001444722 019__ $$a1301452209$$a1301479836$$a1301770656$$a1301902260$$a1301915731$$a1301944349$$a1302003020$$a1302107105$$a1302118432$$a1302184513 001444722 020__ $$a1484278364$$qelectronic book 001444722 020__ $$a9781484278369$$q(electronic bk.) 001444722 020__ $$z1484278356 001444722 020__ $$z9781484278352 001444722 0248_ $$a9781484278369 001444722 0247_ $$a10.1007/978-1-4842-7836-9$$2doi 001444722 035__ $$aSP(OCoLC)1301364556 001444722 040__ $$aORMDA$$beng$$erda$$epn$$cORMDA$$dYDX$$dGW5XE$$dEBLCP$$dOCLCO$$dYDX$$dOCLCF$$dN$T$$dUKAHL$$dOCLCQ 001444722 049__ $$aISEA 001444722 050_4 $$aQA76.9.A94$$bN43 2022 001444722 08204 $$a006.8$$223 001444722 1001_ $$aNhan, Jayven,$$eauthor. 001444722 24510 $$aMastering ARKit :$$bApple's augmented reality app development platform /$$cJayven Nhan. 001444722 250__ $$a[First edition]. 001444722 264_1 $$aNew York, NY :$$bApress,$$c[2022] 001444722 300__ $$a1 online resource (xvii, 549 pages) :$$billustrations 001444722 336__ $$atext$$btxt$$2rdacontent 001444722 337__ $$acomputer$$bc$$2rdamedia 001444722 338__ $$aonline resource$$bcr$$2rdacarrier 001444722 500__ $$aIncludes index. 001444722 5050_ $$aChapter 1: Why Augmented Reality -- Chapter 2: Introduction to ARKit: Under the Hood and Matrixes -- Chapter 3: Designing an Augmented Reality Experience -- Chapter 4: Building Your First ARKit App with SceneKit -- Chapter 5: Understanding and Implementing 3D Objects -- Chapter 6: Detecting Horizontal Planes and Adding 3D Objects with Raycast in SceneKit -- Chapter 7: Understanding Physics by Launching a Rocketship -- Chapter 8: Light Estimation and Environment Texturing -- Chapter 9: 2D Image Recognition and Filter Modification -- Chapter 10: Saving and Restoring World-mapping Data to Create a Persistence AR Experience -- Chapter 11: Advancing App with Real-Time Image Analysis, Machine Learning, and Vision -- Chapter 12: Crafting 3D Assets -- Chapter 13: Creating Immersive Audio Experiences -- Chapter 14: Working with SpriteKit and ARKit -- Chapter 15: Building Shared Experiences with Multipeer Connectivity -- Chapter 16: Face Tracking -- Chapter 17: Reality Composer: Creating AR Content -- Chapter 18: Simultaneously Integrate Face Tracking and World Tracking -- Chapter 19: Scanning 3D Objects -- Chapter 20: Scanning 3D Objects -- Chapter 21: Body Motion Capture -- Chapter 22: People Occlusion -- Chapter 23: Create System-Wide Accessible AR Content: Quick Look with USDZ -- Chapter 24: Advancing AR Quick Look for Commerce on the Web -- Chapter 25: Working with SwiftUI and ARKit -- Chapter 26: Record Augmented Reality Experiences with ReplayKit. 001444722 506__ $$aAccess limited to authorized users. 001444722 520__ $$aEmbark on a journey to build an augmented reality world. This book puts theory into practical application by building unique augmented reality apps specific to each chapter's topic. You'll learn to engineer successful, well-designed, and comprehensive augmented reality applications for Apple devices. First, uncover the foundation of augmented reality on Apple platforms. Understand the building blocks and inner workings of the technologies that power augmented reality. Then, learn about building AR apps using ARKit, SceneKit, SpriteKit, RealityKit, and RealityComposer. You'll study augmented reality app business models, designs, and content for the ultimate user experience. Plus, you'll cover the theories and practicalities of ARKit APIs such as surface detection, working with world maps, body motion capture, face tracking, object scanning and detecting, people occlusion, and more. Chapter by chapter, this book helps you to become an advanced augmented reality engineer. By the end of the book, you'll have the necessary mental models and tools to engineer delightful experiences in Apple's augmented reality platforms. What You'll Learn Build AR apps with SceneKit, SpriteKit, RealityKit, and RealityComposer Understand the business models that support augmented reality Incorporate surface detection, computer vision, and body motion capture in your apps Who This Book Is For iOS developers who want to expand their knowledge of ARKit. They should have a solid foundation in the Swift programming language and understand the basics of navigating Xcode. 001444722 588__ $$aDescription based on online resource; title from digital title page (viewed on March 29, 2022). 001444722 63000 $$aiOS (Electronic resource) 001444722 650_0 $$aAugmented reality. 001444722 650_0 $$aApplication software$$xDevelopment. 001444722 650_6 $$aRéalité augmentée. 001444722 650_6 $$aLogiciels d'application$$xDéveloppement. 001444722 655_0 $$aElectronic books. 001444722 77608 $$iPrint version:$$z1484278356$$z9781484278352$$w(OCoLC)1269096656 001444722 852__ $$bebk 001444722 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-1-4842-7836-9$$zOnline Access$$91397441.1 001444722 909CO $$ooai:library.usi.edu:1444722$$pGLOBAL_SET 001444722 980__ $$aBIB 001444722 980__ $$aEBOOK 001444722 982__ $$aEbook 001444722 983__ $$aOnline 001444722 994__ $$a92$$bISE