Augmented and Virtual Reality: Theory and Practice

Tony Thomas, Ravi Prakash, Abhishek Kaushik

ISBN: 9789373326627

316 pages

Publication Year: 2025 

INR 949

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

 

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