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
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:Games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins
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.