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At a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part I: The Windows 10 Development Environment and HoloLens; Chapter 1: What Is the Microsoft HoloLens?; Virtual Reality, Augmented Reality, and Mixed Reality; The HoloLens Headset; The headband; Speakers and spatial sound; Controls; The processors; The Inertial Measurement Unit (IMU); The cameras; The microphone; Other input devices; The lenses; Sensor Fusion; How HoloLens Differs from Virtual Reality and Ordinary Augmented Reality; Summary; Chapter 2: The Windows 10 Platform.

The Windows 10 User InterfaceDifferences between Windows 7 and Windows 10; Differences between Windows 8 and Windows 10; New Capabilities of Windows 10; Summary; Chapter 3: The Universal Windows Platform (UWP); Device Families; The Universal Device Family; Developing for a Specific Device Family; The Holographic Device Family; Summary; Chapter 4: The Development Edition; Development System Requirements; The Development Edition; Required Tools; Summary; Chapter 5: Getting Started with HoloLens Development; Configuring Your Windows 10 Computer for Development.

Confirm that your computer BIOS supports HoloLens developmentInstall Hyper-V support; Enable Developer mode on your development machine; Install Visual Studio 2015 Community Edition, Update 3; Install the HoloLens Emulator; Install Unity; The Holographic Academy; Holograms 100: Getting Started with Unity; Holograms 101e: Introduction with Emulator; Holograms 101: Introduction with HoloLens Device; Holograms 210: Gaze; Holograms 211: Gesture; Holograms 212: Voice; Holograms 220: Spatial Sound; Holograms 230: Spatial Mapping; Holograms 240: Sharing Holograms; Development with Unity.

The Windows Device PortalSetting up the HoloLens; Connecting the HoloLens to the development machine; Connecting via Wi-Fi; Connecting via USB; Identifying yourself with a username and password; Creating a security certificate; Device Portal features; Home page; 3D view; Mixed reality capture; Performance tracing; Processes; System performance; Apps; App crash dumps; Kiosk mode; Logging; Simulation; Networking; Virtual input; Device Portal REST APIs; Summary; Part II: Building Apps; Chapter 6: Choosing a Project to Tackle; It Isn't All About Games.

The First Applications: Industrial, Commercial, and EducationalIndustrial applications; Commercial applications; Educational applications; Tearing Down and Reassembling an Automatic Transmission; Summary; Chapter 7: Forming Project Teams; The Project Leader; The Design Team; The Computer Graphics Team; The Computer Vision Team; The Audio Team; The QA Team; Parallel Development Paths; Intergroup Communication; Summary; Part III: Developing with the Unity Framework; Chapter 8: Create a Hologram with Unity and Visual Studio; Development System Requirements.

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