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Wallace Wang - Beginning ARKit for iPhone and iPad: Augmented Reality App Development for iOS

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Wallace Wang Beginning ARKit for iPhone and iPad: Augmented Reality App Development for iOS
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Explore how to use ARKit to create iOS apps and learn the basics of augmented reality while diving into ARKit specific topics. This book reveals how augmented reality allows you to view the screen on an iOS device, aim the camera at a nearby scene, and view both the real items in that scene as well as a graphic image overlaid on to that scene.Youll start by accessing the camera and teaching your app to track the world around its device. Youll then see how to position nodes and create augmented reality shapes and textures. Next youll have your creations interact with their environment by programming workable physics, detecting planes, measuring distance, and applying virtual force. Finally youll learn how to hit test and troubleshoot your applications to ensure they interact with the real world around them seamlessly.ARKit is Apples software framework for creating augmented reality apps on iOS devices such as the iPhone and iPad. Unlike virtual reality that creates an entirely artificial world for the user to view and explore, Beginning ARKit for iPhone and iPad will show you how augmented reality places artificial items in an actual scene displayed by an iOS devices camera. What Youll Learn Access the camera Use ARKits hit testing for tracked geometry Apply and combine real world and virtual physicsWho This Book Is ForProgrammers familiar with the basics of Swift programming who want to dive into developing iOS applications with Swift.

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Wallace Wang Beginning ARKit for iPhone and iPad Augmented Reality App - photo 1
Wallace Wang
Beginning ARKit for iPhone and iPad Augmented Reality App Development for iOS
Wallace Wang San Diego CA USA Any source code or other supplementary - photo 2
Wallace Wang
San Diego, CA, USA

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-4101-1 . For more detailed information, please visit http://www.apress.com/source-code .

ISBN 978-1-4842-4101-1 e-ISBN 978-1-4842-4102-8
https://doi.org/10.1007/978-1-4842-4102-8
Library of Congress Control Number: 2018962490
Wallace Wang 2018
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed.
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.
Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.

This is book is dedicated to everyone who has an idea for an app but didnt know what to do first or how to get started. First, believe in your idea. Second, trust that you have intelligence to achieve your dream even if you dont know how youll get there. Third, keep learning and improving your skills all the time. Fourth, stay focused. Success will come one day as long as you persist and never give up on yourself.

Table of Contents
About the Author and About the Technical Reviewer
About the Author
Wallace Wang

has written dozens of computer books over the years, beginning with ancient MS-DOS programs like WordPerfect and Turbo Pascal, migrating to writing books on Windows programs like Visual Basic and Microsoft Office, and finally switching to Swift programming for Apple products like the Macintosh and iPhone.

When hes not helping people discover the joys of programming, he performs stand-up comedy and appears on two radio shows on KNSJ in San Diego ( http://knsj.org ) called Notes From the Underground (with Dane Henderson, Jody Taylor, and Kristen Yoder) and Laugh In Your Face Radio (with Chris Clobber, Sarah Burford, and Ikaika Patria).

He also writes a screenwriting blog called The 15 Minute Movie Method ( http://15minutemoviemethod.com ) and a blog about the latest cat news on the Internet called Cat Daily News ( http://catdailynews.com ).

About the Technical Reviewer
Wesley Matlock

is a published author of books about iOS technologies. He has more than 20 years of development experience in several different platforms. He first started doing mobile development on the Compaq iPaq in the early 2000s. Today, Wesley enjoys developing on the iOS platform and bringing new ideas to life for Major League Baseball in the Denver Metro area.

Wallace Wang 2018
Wallace Wang Beginning ARKit for iPhone and iPad https://doi.org/10.1007/978-1-4842-4102-8_1
1. Understanding Augmented Reality and ARKit
Wallace Wang
(1)
San Diego, CA, USA

You may have heard of virtual reality (VR), but theres a similar innovation thats appearing on mobile devices like the iPhone and iPad thats called augmented reality (AR). Although they may rely on similar technology, virtual reality and augmented reality offer vastly different uses in everyday life.

Virtual reality works by forcing users to strap a device around their head like an alien facehugger. Such VR headsets completely isolate the user from his or her surroundings and immerses the user in a completely fictional world. NASA uses virtual reality to train astronauts to explore the surface of Mars, while American football teams are experimenting with virtual reality to train quarterbacks to re-experience plays without actually going out on a field and risking physical injury. By practicing skills in a virtual reality world, users can safely make mistakes and learn from them without any physical consequences.

The huge drawback with virtual reality is that to use it, you must be in a safe place such as in a home or office. Because VR headsets isolate you from your surroundings, using virtual reality essentially blindfolds you. You cant use virtual reality while driving, walking, or operating a vehicle of any kind. Because you need to wear a VR headset, you can only use virtual reality wherever you can safely stand or sit without worrying about interference from outside elements such as other people or moving vehicles. For that reason, virtual realitys uses are limited to fixed locations where users can remain safe while they immerse themselves in another world.

On the other hand, augmented reality is designed to interact with the world around you. Augmented reality lets you view the real world but with additional information overlaid over reality to help you better understand what youre looking at.

For example, a measuring cup is a simple version of augmented reality. By pouring liquid in a transparent cup with measurement units printed on the outside, you can accurately measure the amount of any liquid in the cup, as shown in Figure . Without the measurement units printed on the outside of the transparent cup, you would never know exactly how much liquid the cup contains.
Figure 1-1 A measuring cup is a simple version of augmented reality Hunters - photo 3
Figure 1-1

A measuring cup is a simple version of augmented reality

Hunters use a similar type of augmented reality when aiming a rifle . The scope magnifies the view of whatever the hunter may be looking at, and crosshairs etched in the lens shows the hunter exactly where the rifles bullet will hit, as shown in Figure .
Figure 1-2 A hunting scope is another form of static augmented reality Both - photo 4
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