Designing for mixed reality is a completely new experience for everyone involved, and takes some experimentation to get right. You won’t nail your first mixed reality project by relying upon your previous mobile or web design expertise as a guide. Mixed reality requires a different kind of design thinking for its unique challenges.
Breakthrough holographic design starts with envisioning—the act of visualizing what could be. By rapidly depicting a desired experience and trying out its real-world interactions, you can quickly turn your initial vision into a tangible example of innovative design. Envisioning Holograms digs into why holographic computing is the future, takes you through the mixed reality design process, and gets you ready to take advantage of its endless opportunities.
Praise for the Book
"Envisioning Holograms is a guidebook for designing our holographic future. You’ll find the processes, techniques, and production tools needed to design immersive products that will change how we work, play and communicate.”
M. Pell leads Design for The Microsoft Garage, the company’s outlet for experimental projects and curiosity-fueled exploration. Bold, insightful, and uncompromising, Pell is recognized as a Design thought leader in the field of Holographic Envisioning and next-gen Data Visualization.
As a lifelong Designer/Coder, Pell has consistently been on the leading edge of technology and innovation over his 30-year career. Highlights include creating the first stylized font menu at the dawn of the Macintosh (MenuFonts), working with Pixar to pioneer 3D type generation with RenderMan (TextMan), co-inventing electronic document interchange (Adobe Acrobat), conceptualizing dynamic 3D information (InfoSpaces), developing a rapid design method (Fast Design), and being the inventor on 12 US patents for software.
Pell is a dynamic, passionate presenter on a variety of current design topics. His evolution from intrepid entrepreneur, to VC-backed startup veteran, to corporate man for Adobe and Microsoft has given him a truly unique perspective on combining business, experience, and technology.
- Production oriented applications - use of VR and augmented reality for control of complex production plants, for navigation support (ships, cars, aeroplanes) and for support of collaborative work processes
- Communication support applications - virtual spaces are used for supporting communication in learning environments and for support of organisational communication. Also virtual spaces are used for supporting the navigation of people in public spaces, i.e. as maps, planning tools
- Scientific applications - use of 3D models for medical research; use of dynamic models for representation of abstract concepts and ideas (data-mining applications); use of dynamic 3D models for simulating biological or social processes
- Artistic and cultural applications - the construction of stages representing concepts and/or emotions
The available average good books on AutoCAD are horribly containing 2-3 thousands of pages for main text, with dozens of pages, only for their contents. All these mess is full of unnecessary details of even very simpler commands, which user can easily learn intuitively. Even after the bulk of pages they skip some really useful commands, which could otherwise boost the productivity of end user.
While this reference guide is intended to provide a compact guide of AutoCAD to a wide range of working CAD professionals and students, ranging from engineering streams (architectural, civil, mechanical, electrical, etc.) to non-technical streams. We are relying heavily on the AutoCAD’s user friendly interface while writing the reference guide, as after entering the command alias in AutoCAD, it, itself, tells ‘n asks for minimum ‘n necessary details through command line. So, practically, there is no need of written procedural details.
As this reference guide book is complimentary with the ‘AutoCAD-Advanced’ and ‘AutoCAD-Professional’ courses of ‘4Dimensions’, most commands given in this guide need at least one time lab training on real projects by an experienced tutor/professional. Each command, once mastered, doesn’t need the whole procedure to be remembered exactly (as different versions may have different procedures).
Content Development Team
The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design
* Removing blemishes and distractions
* Creating amazing, natural-looking portraits
* Changing the color of clothing and hair
* Changing the shape of bodies and objects
* Using layers, adjustment layers, and masks
* Replacing skies and backgrounds
* Straightening lines and buildings
* Compositing multiple images together
* Changing facial expressions and poses
* Creating complex selections and masks
* Creating panoramas
* Creating actions to automate tasks
* Choosing the best image formats
* Customizing and configuring Photoshop CC
Tony & Chelsea go beyond teaching you how to use Photoshop; they teach you why and when to use each feature to create stunning, natural images. When Photoshop isn’t the best tool, they suggest other alternatives.
Combining the benefits of video training and book learning, this video book gives you over 10 hours of video and dozens of images to practice with. If you learn better with video, watch the video training and refer to the book for quick reference. For best results, walk through each procedure in the book using the provided sample images. Then, watch the videos to learn more advanced and artistic techniques. If you still have questions, or want peer review, join our Photoshop group on Facebook and get feedback from other Photoshop users.
Tony and Chelsea cover every aspect of Photoshop in-depth, but structure their teaching so that both beginner and advanced photographers can learn as efficiently as possible. If you just want a quick start, you can watch the first video or read the first chapter and you'll know the basics of photo editing in less than an hour. If you want to know more about a specific feature, switch to that video or jump to that chapter in the ebook. If you want to know everything about Photoshop, watch the videos and read the book from start to finish.