Pro iOS 5 augmented reality
Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augmen...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
New York :
Apress
2011.
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Edición: | 1st ed. 2011. |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628779706719 |
Tabla de Contenidos:
- Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewers; Acknowledgments; Preface; Chapter 1 Introduction; Augmented Reality in the Real and Cyber World; Pop Culture; Gaming and Location-Based AR; Getting Your House in Order; Signing Up for GitHub; Accessing GitHub from Your Machine; Setting Up Xcode 4.2 and Your Developer Account; Linking an Xcode Project to GitHub; Creating Our Xcode Project; Connecting Our Project to the Remote Repository; What's Next?; Location Services; Sensor Programming; Lights, Camera, Action . . .
- Gaming FrameworksThird-Party Frameworks; Summary; Chapter 2 Hardware Comparison; Out with the Old; Hardware Components; Camera Support; Detecting the Camera; Detecting Location Capabilities; Digital Compass; Wired for Sound; Checking for Video Capabilities; Acceleration and Gyroscope; Enforcing Hardware Requirements; Summary; Chapter 3 Using Location Services; You Are Here; Standard Location Service; Significant-Change Location Service; Geographic Region Monitoring Service; Altitude; Viewing on the Map; Centering the Map and Setting the Displayed Region; Changing the Map Type
- Adding Annotations to the MapReverse Geocoding; Summary; Chapter 4 iOS Sensors; Orientation Sensors; Using the Accelerometer; The UIAccelerometerDelegate Class; Shake Detection; Low-Pass Filtering; Using the Gyroscope; Attitude; Rate of Rotation; Magnetometer; Magnetometer Availability; Calibration; Let's See Where We're Headed; Handling Changes in Orientation; Summary; Chapter 5 Sound and User Feedback; Audio Data Formats; So, Which Data Format Is for Me?; What About File Formats?; Bit Rates and Quality; Sample Rates; Converting Audio for Use in iOS; Getting Information on Media Files
- Converting File TypesTesting Your New Sound; Playing Sound in an iOS Application; System Sound Services; AVAudioPlayer Class; Experimenting with the Multiple Audio Players; Playing Positional Sound; User Feedback Through Vibration; Recording Sound; Initializing the Audio Recorder; Summary; Chapter 6 Camera and Video Capture; Quick Review; Photo Capture; Using Storyboards; Using the Camera; Saving Images in Different Formats; Untitled; Video Capture; Building a Base on the Video Preview; Building a Base for Frame Capture; Summary; Chapter 7 Using cocos2D for AR; Overview; Installation
- Installing the Project TemplatesCreating a Project; Hello Augmented World; Adjusting the Default View; Adding the Camera View; Scaling the Camera View; cocos2D Concepts; Scenes; Director; Layers; Adding Effects; Handling Touch Events; Visual Effects; Adding Sound Effects; Adding a HUD Layer; Summary; Chapter 8 Building a cocos2D AR Game; Overview; Creating the Project; Camera View; Creating the Game Menu; Artwork; Helper Code Directory; Finishing the Menu Screen; Working with Chipmunk; Creating Objects in Chipmunk; Creating a Spring Joint in Chipmunk; Adding the Menu Option
- Enable Camera Support