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1. |
Record Nr. |
UNINA9910819978903321 |
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Autore |
Glover Jesse |
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Titolo |
Unity 2018 Augmented Reality Projects : Build Four Immersive and Fun AR Applications Using ARKit, ARCore, and Vuforia |
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Pubbl/distr/stampa |
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Birmingham : , : Packt Publishing, Limited, , 2018 |
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©2018 |
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Edizione |
[1st ed.] |
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Descrizione fisica |
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1 online resource (353 pages) |
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Disciplina |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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Cover -- Title Page -- Copyright and Credits -- Dedication -- Packt Upsell -- Contributors -- Table of Contents -- Preface -- Chapter 1: What AR is and How to Get Set up -- Available AR packages -- Defining AR -- An incomplete list of AR devices -- Advantages and disadvantages of the different AR toolkits available -- ARCore -- ARKit -- Vuforia -- ARToolKit -- Building our first AR applications -- Setting up Vuforia -- Setting up ARToolKit -- Setting up ARCore -- Setting up ARKit -- Building Hello World in ARKit -- Summary -- Questions -- Chapter 2: GIS Fundamentals - The Power of Mapping -- What is GIS? -- The history of GIS -- GIS techniques and technologies -- Ways to capture GIS -- Converting from raster to vector -- Projections and coordinate systems -- Spatial analysis with GIS -- Data analysis with GIS -- GIS modeling -- Geometric networks -- Hydrological modeling -- Cartographic modeling -- Map overlays -- Statistics used with GIS -- Geocoding -- Reverse geocoding -- Open Geospatial Consortium Standards -- Web mapping -- GIS and adding dimension of time -- Semantics -- The implications of GIS in society -- GIS in the real world -- GIS in education -- GIS in local governments -- GIS and augmented reality -- Applications of GIS -- Gaming and GIS -- Summary -- Questions -- Chapter 3: Censored - Various Sensor Data and Plugins -- Project overview -- Getting started -- Sensors -- Leveraging sensors with plugins -- Writing unity plugins -- C# language plugin -- C++ language plugin -- Swift language plugin -- Objective-C |
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language plugin -- Java language plugin -- Creating a sensor driver in Java -- Summary -- Have a go hero -- Questions -- Further reading -- Chapter 4: The Sound of Flowery Prose -- Project overview -- Getting started -- Conceptualizing the project -- Basic idea/concept -- Choosing the right programming language. |
Choosing your release platform -- Choosing your game engine, libraries, and frameworks -- Developing the game design and application design document -- Bonus - UML design -- Prototyping -- Setting up the Unity project -- Code implementation details -- Working with XCode -- Summary -- Questions -- Further reading -- Chapter 5: Picture Puzzle - The AR Experience -- Project background -- Project overview -- Getting started -- Installing Vuforia -- Differences between macOS and Windows setups -- Windows project setup -- Building the Windows project -- macOS project setup -- Building the macOS Project -- Working with Xcode -- Summary -- Questions -- Chapter 6: Fitness for Fun - Tourism and Random Walking -- Background information on Mapbox -- Project overview -- Getting started -- Setting up Mapbox -- Important items to note -- Setting up the project -- Scripting the project -- Finalizing the project -- Summary -- Questions -- Further reading -- Chapter 7: Snap it! Adding Filters to Pictures -- Project overview -- Getting started -- What is OpenCV? -- Creating the project with paid assets -- Installing and building OpenCV -- Downloading OpenCV -- [Configuring the CMake and OpenCV source files] -- Configuring the CMake and OpenCV source files -- OpenCV with Unity -- OpenCV and Unity -- Summary -- Questions -- Further reading -- Chapter 8: To the HoloLens and Beyond -- What is Mixed Reality, and how does it work? -- Urban Hunt -- Smart Urban Golf -- XR applications in media -- XR with HoloLens -- Getting Mixed Reality ready -- Project overview -- Playing with Mixed Reality -- Setting up the camera -- Performance and quality control -- Targeting the Windows 10 SDK -- Do the robot -- Building and deploying from Visual Studio -- Summary -- Questions -- Further reading -- Other Books You May Enjoy -- Index. |
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Sommario/riassunto |
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Augmented Reality offers the magical effect of blending the physical world with the virtual world. On the other hand, Unity is now the leading platform to develop augmented reality experiences since it provides a great pipeline to work with 3D assets. This book will educate you about the specifics of augmented reality development in Unity 2018. |
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2. |
Record Nr. |
UNINA9910962288703321 |
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Autore |
Rao S. S |
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Titolo |
The finite element method in engineering / / Singiresu S. Rao |
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Pubbl/distr/stampa |
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Amsterdam ; ; Boston, MA, : Elsevier/Butterworth Heinemann, c2005 |
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ISBN |
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1-280-96441-3 |
9786610964413 |
0-08-047050-5 |
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Edizione |
[4th ed.] |
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Descrizione fisica |
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1 online resource (685 p.) |
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Disciplina |
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Soggetti |
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Finite element method |
Engineering mathematics |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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Front Cover; The Finite Element Method in Engineering; Copyright Page; Contents; Preface; Principal Notation; PART 1: INTRODUCTION; Chapter 1. Overview of Finite Element Method; 1.1 Basic Concept; 1.2 Historical Background; 1.3 General Applicability of the Method; 1.4 Engineering Applications of the Finite Element Method; 1.5 General Description of the Finite Element Method; 1.6 Comparison of Finite Element Method with Other Methods of Analysis; 1.7 Finite Element Program Packages; References; Problems; PART 2: BASIC PROCEDURE; Chapter 2. Discretization of the Domain; 2.1 Introduction |
2.2 Basic Element Shapes2.3 Discretization Process; 2.4 Node Numbering Scheme; 2.5 Automatic Mesh Generation; References; Problems; Chapter 3. Interpolation Models; 3.1 Introduction; 3.2 Polynomial Form of Interpolation Functions; 3.3 Simplex, Complex, and Multiplex Elements; 3.4 Interpolation Polynomial in Terms of Nodal Degrees of Freedom; 3.5 Selection of the Order of the Interpolation Polynomial; 3.6 Convergence Requirements; 3.7 Linear Interpolation Polynomials in Terms of Global Coordinates; 3.8 Interpolation Polynomials for Vector Quantities |
3.9 Linear Interpolation Polynomials in Terms of Local CoordinatesReferences; Problems; Chapter 4. Higher Order and Isoparametric Elements; 4.1 Introduction; 4.2 Higher Order One- |
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Dimensional Elements; 4.3 Higher Order Elements in Terms of Natural Coordinates; 4.4 Higher Order Elements in Terms of Classical Interpolation Polynomials; 4.5 One-Dimensional Elements Using Classical Interpolation Polynomials; 4.6 Two-Dimensional (Rectangular) Elements Using Classical Interpolation Polynomials; 4.7 Continuity Conditions; 4.8 Comparative Study of Elements; 4.9 Isoparametric Elements |
4.10 Numerical IntegrationReferences; Problems; Chapter 5. Derivation of Element Matrices and Vectors; 5.1 Introduction; 5.2 Direct Approach; 5.3 Variational Approach; 5.4 Solution of Equilibrium Problems Using Variational (Rayleigh-Ritz) Method; 5.5 Solution of Eigenvalue Problems Using Variational (Rayleigh-Ritz) Method; 5.6 Solution of Propagation Problems Using Variational (Rayleigh-Ritz) Method; 5.7 Equivalence of Finite Element and Variational (Rayleigh-Ritz) Methods; 5.8 Derivation of Finite Element Equations Using Variational (Rayleigh-Ritz) Approach; 5.9 Weighted Residual Approach |
5.10 Solution of Eigenvalue Problems Using Weighted Residual Method5.11 Solution of Propagation Problems Using Weighted Residual Method; 5.12 Derivation of Finite Element Equations Using Weighted Residual (Galerkin) Approach; 5.13 Derivation of Finite Element Equations Using Weighted Residual (Least Squares) Approach; References; Problems; Chapter 6. Assembly of Element Matrices and Vectors and Derivation of System Equations; 6.1 Coordinate Transformation; 6.2 Assemblage of Element Equations; 6.3 Computer Implementation of the Assembly Procedure; 6.4 Incorporation of Boundary Conditions |
6.5 Incorporation of Boundary Conditions in the Computer Program |
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Sommario/riassunto |
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Finite Element Analysis is an analytical engineering tool developed in the 1960's by the Aerospace and nuclear power industries to find usable, approximate solutions to problems with many complex variables. It is an extension of derivative and integral calculus, and uses very large matrix arrays and mesh diagrams to calculate stress points, movement of loads and forces, and other basic physical behaviors. Students will find in this textbook a thorough grounding of the mathematical principles underlying the popular, analytical methods for setting up a finite element solution based on those math |
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