Hololens SpatialMapping, Tutorial Search For Simple Surfaces (1 1 Floor tile)
Download File --->>> https://urllio.com/2tet97
Fieldwork is an essential part of teaching geosciences. The essence of a fieldwork is to study natural phenomena in its proper context. Fieldworks dominantly utilize a learning-by-experiencing learning style and are often light on abstract thinking skills. We introduce more of the latter skills to a first-year fieldwork of several weeks by using Geographical Information Systems (GIS). We use simple techniques as the involved students had no prior experience with GIS. In our project, we introduced new tutorials prior to the fieldwork where students explored their research area using aerial photos, satellite images, an elevation model and slope-map using Google Earth and QGIS. The goal of these tutorials was to get acquainted with the area, plan the first steps of the fieldwork, and formulate hypotheses in form of a preliminary map based on quantitative data. During the actual fieldwork, half of the students processed and managed their field data using GIS, used elevation data as additional data source, and made digital geomorphological maps. This was in contrast to the other half of the students that used classic techniques with paper maps. We evaluated the learning benefits by two questionnaires (one before and one after the fieldwork), and a group interview with students that used GIS in the field. Students liked the use of Google Earth and GIS, and many indicate the added value of using quantitative maps. The hypotheses and fieldwork plans of the students were quickly superseded by insights during the fieldwork itself, but making these plans and hypotheses in advance improved the student's ability to perform empirical research. Students were very positive towards the use of GIS for their fieldwork, mainly because they experienced it as a modern and relevant technique for research and the labour market. Tech-savvy students were extra motivated and explored additional methods. There were some minor technical difficulties with using GIS during the fieldwork, but
Table of contents : CoverTitle PageCopyright and CreditsDedicationAbout PacktContributorsTable of ContentsPrefaceChapter 1: Virtually Everything for Everyone What is virtual reality Differences between virtual reality and augmented reality Applications versus games Types of VR experience Types of HMD Desktop VR Mobile VR How virtual reality works Stereoscopic 3D viewing Head, hand, and body tracking Technical skills that are important to VR What this book covers Who this book is for SummaryChapter 2: Understanding Unity, Content, and Scale Technical requirements Installing Unity Development system requirements Installing Unity Hub Installing the Unity Editor Creating a new Unity project Installing additional packages and assets Getting started with Unity Exploring the Unity Editor Understanding the default new scene Using grid and snap A couple more options Creating a simple diorama Adding a cube and a plane Adding a red ball Changing the scene view Making a Crate Material Adding a photo Using prefabs Creating and instantiating a prefab Editing and overriding a prefab Importing content Creating 3D content for VR Importing from the Unity Asset Store Using Unity Legacy Standard Assets Importing models in supported formats Round-trip geometry workflows SummaryChapter 3: Setting Up Your Project for VR Technical requirements Introducing the Unity XR platform Choosing your target VR platforms and toolkits Enabling virtual reality for your platform Setting your target platform Installing XR Plugin Management Installing the XR Interaction Toolkit Adding the XR camera rig Exploring the XR Rig objects and components Building and running your project Configuring the player settings Building, running, and testing your VR project Building for SteamVR Setting up for OpenVR Installing the SteamVR Unity Plugin toolkit Building for Oculus Rift Setting up for Oculus desktop Installing the Oculus Integration toolkit Building for Immersive Windows MR Setting up for Immersive WMR Installing Visual Studio workloads Installing the Mixed Reality Toolkit (MRTK) Building for Oculus Quest Installing the Android tools Setting up for Oculus mobile VR Other Android and optimization settings Installing the Oculus Integration toolkit Using adb Building for Google Cardboard Setting up for Google Cardboard Targeting Android for Cardboard Targeting iOS for Cardboard SummaryChapter 4: Using Gaze-Based Control Technical requirements Adding Ethan, the walker Artificially intelligent Ethan The NavMesh bakery Scripting a random walk target \"Zombie-izing\" Ethan! Adding a zombie material Painting models with Polybrush Going where I'm looking The LookMoveTo script Adding a feedback cursor object Observing through obstacles Making a look-to-kill system The KillTarget script Adding particle effects Introducing Unity C# programming SummaryChapter 5: Interacting with Your Hands Technical requirements Setting up the scene Defining a balloon game object Making the balloon prefab Creating a Balloon Controller Using an Input Manager button Polling the XRI_Right_Trigger button Controlling balloons with the input trigger Creating balloons Releasing balloons Inflating a balloon while pressing the trigger Using Unity events for input Invoking our input action events Subscribing to input events Tracking your hands Parenting the balloon to your hand Forcing balloons to float upright Interacting with a balloon gun Introducing the XRI Interactor/Interactable architecture Creating a grabbable balloon gun Handling Activate events Using the XR Interaction Debugger Popping balloons Making the balloons poppable Adding a popping explosion Disabling rigid physics while in hand Throwing a ball projectile Resetting the ball position SummaryChapter 6: Canvasing the World Space UI Technical requirements Studying VR design principles Making a reusable default canvas Creating a default canvas prefab Initializing the default main camera Including an Event System component with XRUI Input Module Implementing a HUD Creating a visor HUD The windshield HUD Hiding the panel using Canvas Group The in-game world space UI Making a scoreboard Using TextMesh Pro Info bubbles The reticle cursor Adding a canvas reticle to gaze-based interaction Adding a reticle to the XR interactor hand controller Adding a gaze-based reticle using XRI Building an interactive dashboard Adding a dynamic water hose Creating a dashboard with a toggle button Stopping the ray interactor at the canvas Direct interaction with UI elements Building a wrist-based menu palette SummaryChapter 7: Teleporting, Locomotion, and Comfort Technical requirements Implementing basic glide locomotion Moving forward with the thumbstick Rotating with the thumbstick Moving in the direction you're looking or pointing Avoiding obstacles Climbing a wall Building a wall with grab holds Adding the XRI Interactor and Interactable components Adding a ClimbController script Adding the GrabPull script and actions Falling Using the XRI Locomotion System Understanding the Locomotion System Turning in a snap Integrating scripts with Locomotion System Teleporting between locations Installing the XRI examples Adding teleportation Restricting interaction to a specific layer Ray interactors for teleportation Switching between Interactors Locomotion and comfort in VR Other locomotion mechanics Managing VR motion sickness SummaryChapter 8: Lighting, Rendering, Realism Technical requirements Lighting and rendering strategies Choosing a Render Pipeline Choosing Lighting Settings and GameObjects Setting up our demo scene Using the SampleScene Disabling baked lighting Creating a menu panel Using environment lighting Environment lighting source Adding Environment Light Intensity Adding a Fog effect Using PBR materials and URP Shaders Using Light objects and Emission surfaces Using Light Probes and Reflection Probes Enhancing your scenes with post-processing effects SummaryChapter 9: Playing with Physics and Fire Technical requirements Understanding Unity physics Creating bouncy balls Managing the GameObject life cycle Removing fallen objects Setting a limited lifetime Implementing an object pool Building a headshot game Serving a ball Adding sound effects Hitting the target Building a Paddleball game Creating a hand paddle Building a shooter ball game Making a shooter wall Shooting balls toward the player Improving the ball Juicing the scene Great balls of fire Skull environment Audio synchronization SummaryChapter 10: Exploring Interactive Spaces Technical requirements Using ProBuilder and ProGrids Using the ProGrids editor interface Using the ProBuilder editor interface Constructing the art gallery building Using a floor plan sketch Creating the floor Creating the walls Making holes for entrances Creating a roof and skylight Assembling the scene Replacing the building materials Tuning the lighting Creating the artwork rig Defining an artwork rig Adding a spotlight The exhibition plan Adding pictures to the gallery Managing art info data Using lists Using data structures Using scriptable objects Displaying the art info Adjusting for image aspect ratio Teleporting around the gallery Room-scale considerations SummaryChapter 11: Using All 360 Degrees Technical requirements Exploring 360-degree media Understanding equirectangular projections VR is hacking your field of view Stereo 360-degree media Having fun with photo globes Seeing crystal balls Rendering globes Handling magic orbs Viewing 360-degree photos Viewing 360 images from the web Adding an image viewer UI Playing 360-degree videos Using Unity skyboxes Six-sided or cubemap skyboxes Spherical panoramic skyboxes 360-degree video skyboxes Capturing 360-degrees in Unity Capturing cubemaps and reflection probes Using third-party capture tools SummaryChapter 12: Animation and VR Storytelling Technical requirements Composing our story Gathering the assets Creating the initial scene Timelines and Audio tracks Using a Timeline to activate objects Recording an Animation Track A growing tree A growing bird Using the Animation editor A wafting nest Animating other properties Animating lights Animating a scripted component property Using Animation clips Shaking an egg Using Animator Controllers ThirdPersonController Animator Living Birds Animator Defining the fly-to targets Using Animator hashes and DOTween to animate Using a Signal Track in Timeline Making the story interactive Look to play Resetting the initial scene's setup SummaryChapter 13: Optimizing for Performance and Comfort Technical requirements Using the Unity Profiler and Stats windows The Stats window Overview of the Profiler window Analyzing and diagnosing performance problems Optimizing your art Decimating models Levels of detail Optimizing your scene with static objects Setting up the scene Lighting and baking Occlusion culling Optimizing the rendering pipeline Optimizing your code Understanding the Unity life cycle Writing efficient code Runtime performance and debugging SummaryOther Books You May EnjoyIndex 153554b96e