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The definitive how-to book on professional river guiding, The Guide's Guide Augmented covers every aspect of the multifaceted art of river guiding, from planning to execution to the philosophy behind rafting. Used by guides, outfitters, trip leaders, resource managers, adventurers, boaters, and outdoor enthusiasts of all sorts worldwide, this book is a comprehensive manual to the nuts and bolts of a rafting trip, as well as to having ?deep fun: ? life-enhancing adventures that entertain, inspire, educate, thrill, heal, delight!
Augmented and Virtual Reality in Libraries is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. Many current books on this topic have a very technological focus on augmentation and are aimed towards computer programmers with advanced technology skills. This book makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals without extensive technology backgrounds. This innovative title touches on possible implementation, projects, and assessment needs for both academic and public libraries, museums, and archives.
The essential guidebook
Winner of the 2018 National Outdoor Book Award for Best Instructional Book! The Ultimate Guide to Whitewater Rafting and River Camping introduces new rafters to the skills, equipment, and knowledge required to mount a multiday whitewater rafting trip. Rafting equipment, skills, and techniques have changed drastically in recent years, and this book provides the latest information on equipment selection, care, repair, and use; whitewater rafting techniques; reading rivers; hazard evaluation and basic rescue; camping techniques; river cooking and living; and expedition planning. Written in a clear and comprehensive manner by outdoor educator and whitewater veteran Molly Absolon, The Ultimate Guide to Whitewater Rafting and River Camping is a great tool for novices and an excellent resource for experienced rafters.
How the experts do it.
The rich tapestry of Alaska is threaded together by 365,000 miles of waterways, from cascading mountain streams to meandering valley rivers, from the meltwaters of glaciers to broad rivers that empty into the sea. This guide profiles a wide variety of rivers from all over Alaska, concentrating on trips for intermediate boaters, and including a few major expeditions for the experienced river-runner. A section on gear outlines what to take into the backcountry.
Teachers Rick Ayers and Amy Crawford always wanted to find a guide to the vast world of great books for teenagers-one that didn't talk down or moralize. When they couldn't find one, they set out to create it. An early prototype offered at Cody's Bookstore in Berkeley, California, was an instant success. Great Books for High School Kids is the culmination of their efforts. Collecting recommendations and essays from colleagues and advisers around the country, this is a rollicking, thoughtful, against-the-grain guide that challenges stodgy notions of what great books are and what kids are ready for. The book starts with seven essays by high school teachers about exciting, exemplary experiences they have had reading books with students in the classroom-from Dorothy Allison's Bastard Out of Carolina to Toni Morrison's Song of Solomon to Aeschylus's Oresteia trilogy. Augmented by an index of more than seventy subjects, the book also has an annotated list of hundreds of Recommended Great Books. The recommendations are playful and irreverent, ambitious and entertaining, and they go way beyond traditional reading lists. From classics to the unexpected, from literary novels to nonfiction, some drama, and even a little poetry, these are all books that teenagers have read with pleasure and can read on their own. Great Books for High School Kids is an invitation and a sourcebook for inspiring passionate, lifelong readers-a book that could seriously change the lives of teachers, of families, and of kids.
Learn to create augmented reality apps using Processing open-source programming language Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first-down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open-source programming language, and other languages. This unique book is an easy-to-follow guide on how to do it. Guides you through the emerging technology of Augmented Reality (AR) Shows you how to use 3D data with the Processing programming environment and other languages to create AR prototypes for the web, smartphones, Macs, and PCs Helps 3D artists and designers who want to move into the AR market but don't have programming skills Covers the essentials of 3D programming, creating objects for an AR library, building and exporting 3D models, and much more Explains how to interactively link 3D to physical, virtual, and streaming environments Author Tony Mullen is both an artist and a programmer and perfectly suited to explain how to bridge these two worlds, as he so deftly does in Prototyping with Augmented Reality.
"Read this book to learn all about medieval castles and battles--and what it would be like to be king"--Provided by publisher.
Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.