Behind the Publishing the Creating Augmented and Virtual Realities Book

Creating Augmented and Virtual Realities Book fresh off the presses (photo credit: Timoni West)
Creating Augmented and Virtual Realities Book fresh off the presses (photo credit: Timoni West)

After writing my post, featured in the Towards Data Science magazine on Medium, titled The Power of Artificial Intelligence (AI), Virtual and Augmented Reality (VR and AR) on Medical Imaging at GPU Tech Conference (GTC) 2017, I was approached b a publisher to write a book on how to create Pokemon Go from scratch in augmented reality (AR) across 6 different Headmounted Displays (HMDs) in 6 months.

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The elements I wanted for the book wanted to go beyond something so simplistic for what I felt would do the industry justice and to warrant about a year’s worth of my time to work on a project.

The co-editors with our O'Reilly Media VP of Publishing, Mike Loukides
The co-editors with our O'Reilly Media VP of Publishing, Mike Loukides

Instead, I had the idea of conceptualizing a text that would involve some chapters on software engineering topics such as: computer vision and cross-platform development. After in-depth talks with several of my colleagues (many of whom have continued to become contributors or co-editors), we pitched the book to a different publisher.

Me, Steve, and Vasanth at Augmented World Expo (AWE) 2019
Me, Steve, and Vasanth at Augmented World Expo (AWE) 2019

With my co-editors, Steve Lukas (formerly Magic Leap, currently QualComm), and Vasanth Mohan (a.k.a. FusedVR on YouTube), we published the book.

Erin and Toni Parisi at AWE 2019
Erin and Toni Parisi at AWE 2019

Much thanks to the sponsorship and guidance of design and engineering legends, John Maeda, and Tony Parisi who wrote the foreword and afterword for the book.

Creating AR VR Book Release 2019 at Unity HQ
Creating AR VR Book Release 2019 at Unity HQ

We launched our book at the headquarters of Unity in San Francisco. Pictured above from left to right reviewer, Micah Stubbs, our chapter contributors, Silka Sietsma (former Adobe, Head of Emerging Design, Nicolas Meleau (Unity, Director of AI Research), myself, Steve Lukas (co-editor, QualComm, previously at Magic Leap), Jazmin Cano (Owlchemy Labs, Product Manager, formerly High Fidelity), Rosstin Murphy (Niantic, Senior Software Engineer, former STRIVR), and friend, Jon Oakes (reviewer), to the top is Timoni West and Arthur Juliani (Unity).

How to Read This Book

The book is written into three distinct parts. Whether you are a 3D artist or designer, software engineer on the application layer or those building behind the scenes, a business person or project manager, each section of the book contains chapters for you to peruse through.

Teaser of our Book's Table of Contents at our Book Release presentation
Teaser of our Book's Table of Contents at our Book Release presentation

Acclaim

Creating Augmented and Virtual Realities Book in English, Simplified Chinese and Korean
Creating Augmented and Virtual Realities Book in English, Simplified Chinese and Korean

Since the release of the book it has distributed in over 24 countries. Upon demand from our readers and support from our publisher, the book eventually was translated into Chinese and Korean in 2020. It has gained awards, first landing in first place in Game Programming books on Amazon during its debut, to being ranked #2 among Top 10 Best New VR Books to Read in 2019 by Book Authority.

Book Authority Ranked Creating AR VR #2 Top Books in VR
Book Authority Ranked Creating AR VR #2 Top Books in VR

Additionally, our book was used as official curriculum for those developing immersive application and experiences for Univision.

Praise for Creating AR VR at Univision's Bay Area Offices
Praise for Creating AR VR at Univision's Bay Area Offices

How you can support us

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You can purchase the book on our Creating AR VR Book Website here at creatingarvr.com, Amazon and other major book stores.