Augmented and Virtual Reality: Theory and Practice
ISBN: 9789373326627
316 pages
Publication Year: 2025
For more information write to us at: acadmktg@wiley.com
Description
"Augmented and Virtual Reality: Theory and Practice" provides a structured, in-depth exploration of immersive technologies—Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Extended Reality (XR)—bridging foundational theory with hands-on application. The book begins by introducing the fundamentals of immersive computing, including the distinction between real and virtual environments, levels of immersion, coordinate systems, and the sensory dimensions of user experience. It explores the evolution of virtual reality and its three foundational pillars—immersion, interaction, and imagination—while outlining significant milestones, challenges, and technological breakthroughs. Readers gain insights into the technical building blocks, such as rendering methods, motion tracking, depth sensing, simultaneous localization and mapping (SLAM), and gesture-based interaction techniques.
CHAPTER 1 Introduction
1.1 Real vs. Virtual World
1.1.1 Bringing Reality into the Virtual World
1.1.2 Creating Immersive Virtual Worlds
1.2 The Spectrum of Digital Immersion: VR, AR, MR, and XR
1.2.1 Virtual Reality
1.2.2 Augmented Reality
1.2.3 Mixed Reality
1.2.4 Extended Reality
1.2.5 Comparison of VR, AR, MR, and XR
1.3 Degree/Level of Immersion
1.3.1 Various Forms of Immersion
1.3.2 Relationship Between Degree of Immersion and Degree of Freedom
1.4 Virtual World Coordinate System
1.4.1 Coordinate Systems in AR/VR
1.4.2 Role of the Virtual World Coordinate System
1.4.3 Coordinate Representation and Transformations
1.4.4 360° Coordinate System in VR
1.5 Real and Virtual Experiences: Aural, Visual, and Haptic
1.6 Importance and Applications of VR and AR
1.7 The Expanding Horizon of the Metaverse
1.7.1 Technological Integration
1.7.2 Impact Across Domains
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 2 Evolution of VR
2.1 Three I’s of Virtual Reality
2.1.1 Immersion
2.1.2 Interaction
2.1.3 Imagination
2.2 VR-Continuum
2.3 XR and Immersive Technologies
2.3.1 Applications of XR Technologies
2.3.2 Challenges
2.4 Difference between VR, AR, and MR
2.4.1 Virtual Reality
2.4.2 Augmented Reality
2.4.3 Mixed Reality
2.5 Methods of Interaction
2.6 Key Milestones in VR Development
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 3 Concepts in Virtual Reality
3.1 Fundamentals of Virtual Reality
3.2 Components of Virtual Reality
3.3 Motion Tracking
3.4 Perspective Projection and Motion Tracking
3.4.1 Mathematical Formulation
3.4.2 Implementation of Perspective Projection
3.5 Simultaneous Localization and Mapping
3.5.1 Mathematical Formulation of SLAM in VR
3.6 Rendering Techniques
3.6.1 Visual Rendering
3.6.2 Haptic Rendering
3.6.3 Aural Rendering
3.6.4 Rendering Systems
3.7 Depth Perception in the Virtual World
3.8 Gestures and Cues
3.9 Challenges
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 4 Components of VR
4.1 Breakdown of Components
4.1.1 Hardware
4.1.2 Software
4.1.3 Input Devices
4.1.4 Network Connection
4.2 Key Aspects of VR Experience
4.2.1 Immersive Visuals
4.2.2 Realistic Audio
4.2.3 Intuitive Interaction
4.2.4 Real-Time Response
4.3 VR Display
4.3.1 Head-Mounted Displays
4.3.2 Cave Automatic Virtual Environment
4.3.3 Augmented and Mixed Reality Displays
4.3.4 Desktop-Based VR
4.3.5 Mobile-Based VR
4.4 VR Development Tools and Technologies
4.4.1 Game Engines for VR
4.4.2 VR SDKs and APIs
4.4.3 VR Hardware Considerations
4.5 Types of Sensors in VR
4.5.1 Inertial Measurement Unit
4.5.2 Optical Tracking Sensors
4.5.3 Time of Flight (ToF) Sensors
4.5.4 Input Devices in VR
4.6 VR System Integration
4.6.1 Adaptive Streaming for VR Content Delivery
4.6.2 Implementation Aspects of VR Streaming
4.6.3 Edge Computing for VR Performance Optimization
4.6.4 Real-Time VR Rendering Pipeline
4.6.5 Synchronization and Latency Minimization in VR Systems
4.7 VR System Performance Optimization
4.7.1 Rendering Optimization
4.7.2 Latency Reduction
4.7.3 Power Efficiency
4.7.4 Network Performance Optimization
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 5 Components of XR
5.1 MR and AR in XR
5.2 AR Display
5.2.1 Integration of AR Display Technologies in HMDs
5.2.2 Comparative Analysis of HMD Display Types
5.2.3 Performance Considerations
5.3 Marker-Based and Markerless AR
5.3.1 Marker-Based AR
5.3.2 Markerless AR
5.3.3 Comparison Between Marker-Based and Markerless AR
5.4 AR Development Tools and Technologies
5.5 Game Engines for AR
5.6 WebAR Platforms
5.7 AR Hardware Platforms
5.8 AR System Integration
5.9 AR System Performance Optimization
5.10 Best Practices in XR Development
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 6 Development Practices
6.1 AR/VR Development Lifecycle
6.1.1 Conceptualization and Design
6.1.2 Prototyping
6.1.3 Development and Implementation
6.1.4 Testing and Debugging
6.1.5 Deployment and Maintenance
6.2 Illustration of End-to-End AR/VR Development Lifecycle
6.3 Understanding the Production Pipeline
6.3.1 Sensing
6.3.2 Rendering
6.3.3 Mobile Platforms
6.3.4 Standalone Systems
6.3.5 High-End Computing
6.4 Project Management in AR/VR Development
6.4.1 Defining Project Scope
6.4.2 Agile Development Practices
6.4.3 Team Coordination
6.4.4 Risk Management
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 7 Web-based VR Development
7.1 Virtual Reality Modeling Language
7.2 Extensible 3D Standard
7.2.1 Features of X3D Graphics
7.2.2 VRML/X3D Specifications
7.3 WebXR API
7.3.1 VR Sessions in WebXR
7.3.2 Rendering VR Sessions
7.3.3 Security Model of WebXR
7.4 Introduction to A-Frame
7.4.1 Scene in A-Frame
7.4.2 A-Frame Primitives
7.4.3 Entity-Component Architecture
7.5 Other Libraries and Frameworks 138
7.5.1 Brief Introduction to Three.js
7.5.2 Brief Introduction to D3.js
7.6 Key Considerations for Successful Web VR Development
7.6.1 Cross-Origin Resource Sharing
7.6.2 Real-Time Communication Through WebRTC
7.6.3 Best Practices in VR Web Development
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 8 Mobile-based VR Development
8.1 Mobile-based VR Interaction
8.1.1 Common Interaction Methods
8.1.2 Key Considerations
8.2 Mobile VR Interaction Design
8.2.1 User-Centered Design
8.2.2 Comfort and Cognitive Load
8.2.3 Immersive Experience
8.2.4 Input Strategies
8.2.5 Other Considerations
8.3 OS-based Development Frameworks
8.3.1 Mobile VR for iOS
8.3.2 Mobile VR for Android
8.4 Mobile VR Performance Optimization
8.4.1 Functional and Non-functional Characteristics
8.4.2 Associated Challenges and Mitigation Strategies
8.5 Cross-Platform Development Considerations
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 9 AR Development
9.1 Web AR and Mobile AR
9.2 Augmented Reality Markup Languages
9.2.1 Functional Block of ARML
9.2.2 ARML Primitives
9.2.3 Alternatives to ARML
9.3 Graphics Library Transmission Format
9.3.1 Structure and Implementations
9.3.2 glTF for Cross-platform Apps
9.4 Device-specific Development Frameworks
9.4.1 ARKit
9.4.2 ARCore
9.5 AR Content Creation and Management
9.5.1 Tracking in AR Environment
9.5.2 Toolkit for Developers
9.5.3 Hit-Test in AR Development
9.6 Developing AR Applications
9.6.1 Developing a Marker-based AR App
9.6.2 Developing a Markerless AR App
9.7 Best Practices in AR Development
9.7.1 Managing AR Mode Activation
9.7.2 Resource Optimization and Object Augmentation
9.7.3 Optimizing Hit Testing
9.7.4 Security and Ethical Considerations
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 10 Advanced Tools
10.1 Common XR Development Tools
10.1.1 Overview of Unity, Unreal Engine, and Blender
10.1.2 Working with Unity
10.1.3 Designing Static VR Scenes
10.1.4 Designing Advanced VR Experience
10.2 Creating Custom Markers
10.2.1 Markers in XR
10.2.2 Managing Markers with Vuforia
10.3 AR Development with Unity and Vuforia
10.3.1 Marker-Based AR Development
10.3.2 Markerless AR Development
10.4 Scripting and Programming in Unity
10.4.1 Programming for Interactions
10.4.2 Understanding with an Example
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 11 Applications and Trends in XR
11.1 Technological Developments in XR
11.1.1 XR Displays and Technological Evolution
11.1.2 Experience Design and Evaluation
11.1.3 Introduction to Immersive Technologies
11.1.4 AI and Data Analytics in XR
11.2 Applications and Impact of XR
11.2.1 Core Application Domains of XR
11.2.2 Impact of XR
11.3 The Metaverse and XR
11.3.1 Social and Industrial Metaverse
11.3.2 The Role of XR in Building and Accessing Metaverses
11.3.3 Applications and Potential of Metaverse
11.4 Case Studies
11.4.1 Digital Twins for Smart Cities in India
11.4.2 Digital Threads in Industrial Metaverse
11.4.3 Immersive Building Information Modeling Reviews in VR
11.5 XR Analytics
11.5.1 Data Collection and Metrics in XR
11.5.2 Analyzing User Behavior and Performance
11.5.3 Challenges and Future of XR Analytics
11.6 Future Trends and Research Scope
11.6.1 Limitations and Existing Issues in XR Solutions
11.6.2 Potential Research Directions
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
CHAPTER 12 Security, Ethical, and Legal Implications of XR
12.1 Common Security Vulnerabilities and Cyber Attacks
12.1.1 Software Vulnerabilities
12.1.2 Hardware Vulnerabilities
12.1.3 Methods of Launching Cyberattacks on Software and Hardware
12.2 Attacks Specific to XR Systems
12.3 Security Assessment of XR Through CVSS Scores
12.4 Privacy Concerns in AR/VR
12.4.1 Privacy in XR
12.4.2 The Impact of XR on Society and Culture
12.4.3 Ethical Considerations in XR
12.4.4 Platform Safety
12.4.5 AI Ethics in XR
12.5 Legal Frameworks
12.5.1 Data Privacy Regulations
12.5.2 Intellectual Property and Copyright in Virtual Environments
12.5.3 Environmental Regulations
12.5.4 Governance and Other Regulations of XR Ecosystems
12.6 Attack Identification and Mitigation Framework
12.6.1 Securing Immersive Interactions
12.6.2 Attack Detection within vSocial Applications
12.6.3 Memory Forensics in XR
12.7 Case Studies
12.7.1 Virtual Reality Learning Environments
12.7.2 Avatar Cloning
12.7.3 Impact of Non-compliance
Summary
Theory to Practice
Review Questions
Exercises
Hands-on Projects
Bibliography
