Muutke küpsiste eelistusi

E-raamat: Unity in Embedded System Design and Robotics: A Step-by-Step Guide [Taylor & Francis e-raamat]

  • Taylor & Francis e-raamat
  • Hind: 304,67 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 435,24 €
  • Säästad 30%
The first book of its kind, Unity in Embedded System Design and Robotics provides a step-by-step guide to Unity for embedded system design and robotics. It is an open gateway for anyone who wants to learn Unity through real projects and examples as well as a particularly useful aid for both professionals and students in the fields of embedded system design and robotics.

Each chapter contains a unique project. The user is guided through the different windows and sections of Unity every step of the way. The book also includes projects that connect Unity to Arduino and Raspberry Pi, which will help readers better understand various Unity applications in the real world.
List of Tables
xvii
List of Figures
xix
Preface xliii
About the Authors xlv
Introduction xlvii
Chapter 1 General Information and Essential Parts of Unity
1(50)
1.1 What is Virtual Reality
2(10)
1.1.1 Key Components in VR
2(1)
1.1.2 VR Application
3(1)
1.1.3 VR History
4(6)
1.1.4 VR and AR
10(2)
1.2 What is Unity?
12(1)
1.3 Unity Official Websites and Social Media
13(1)
1.4 Summary of Unity's History
13(5)
1.5 Unite
18(1)
1.6 Notable Publications With Unity
18(1)
1.7 Unity Download and Installation
19(11)
1.7.1 Step 1: Download Unity
19(1)
1.7.2 Step 2: Install Unity Hub
20(3)
1.7.3 Step 3: Launch Unity Hub
23(1)
1.7.4 Step 4: Running Unity Hub for the First Time
24(2)
1.7.5 Step 5: Adding New License
26(1)
1.7.6 Step 6: Installing the Main Unity 3D Software
26(3)
1.7.7 Step 7: Creating First Project
29(1)
1.8 Unity Interface and Environment
30(4)
1.8.1 The Unity Main Windows Part and Section
32(2)
1.9 Some General Ideas for Project Developments
34(2)
1.9.1 Step 1: Defining & Writing Your Strategic Aims and the Project's Objectives
35(1)
1.9.2 Step 2: Designing and Modelling the Objects
35(1)
1.9.3 Step 3: Programming and Coding
35(1)
1.9.4 Step 4: Extracting the EXE File According to Hardware and Operating System
35(1)
1.10 Unity Essential Activity
36(15)
1.10.1 How to Use the Asset Store
36(1)
1.10.2 Orbiting Camera with Script
37(2)
1.10.3 Export 3D Files
39(7)
1.10.4 Downgrading the Project's Unity Version
46(1)
1.10.5 Opening a Lower Version of Unity
47(2)
1.10.6 Importing to a New Project
49(1)
1.10.7 Opening Existing Projects
49(2)
Chapter 2 Example 1: Spinning Earth
51(12)
2.1 Step 1: Starting A new Projects
52(1)
2.2 Step 2: Layout Selection
52(1)
2.3 Step 3: Assets and Packages Insertion
53(1)
2.4 Step 4: Creating Materials
53(2)
2.5 Step 5: Create Spinning Earth
55(1)
2.6 Step 6: Code Section (First Technique)
56(1)
2.7 Step 7: Code Section (Second Technique)
57(1)
2.8 Step 8: Final Part
58(5)
Chapter 3 Example 2: Wooden Doll Body
63(10)
3.1 Step 1: Creating the Parts of a Wooden Doll
64(7)
3.1.1 Creating Body
64(1)
3.1.2 Making Head
65(1)
3.1.3 Creating Eyes
65(1)
3.1.4 Creating Mouth
66(1)
3.1.5 Creating Nose
67(1)
3.1.6 Creating Neck
67(1)
3.1.7 Creating Legs
68(1)
3.1.8 Creating Feet
69(1)
3.1.9 Creating Shoulders
69(1)
3.1.10 Creating Elbow
70(1)
3.1.11 Creating Arm Joints
71(1)
3.2 Step 2: Nesting all the Objects
71(1)
3.3 Step 3: Moving the Objects
72(1)
3.4 Step 4: Finalisation and Extracting Exe File
72(1)
Chapter 4 Example 3: Create the Semi Jungle Environment
73(28)
4.1 Step 1: Environment Preparation
74(3)
4.2 Step 2: Making the Flower Base
77(1)
4.3 Step 3: Making the Flower Part Disk Florets
78(1)
4.4 Step 4: Making the Flower Part Inflorescence
79(7)
4.5 Step 5: Making a Flower -- Stem
86(2)
4.6 Step 6: Making a Flower -- Leaves
88(4)
4.7 Step 7: Making a Tree -- Stem
92(2)
4.8 Step 8: Making a Trees -- Crown
94(2)
4.9 Step 9: Making a Butterfly -- Head
96(1)
4.10 Step 10: Making a Butterfly -- Body
97(1)
4.11 Step 11: Making a Butterfly -- Top Wing
97(1)
4.12 Step 12: Making a Butterfly -- Down Wing
98(1)
4.13 Step 13: Making a Cloud
99(2)
Chapter 5 Example 4: Create KUKA Robot
101(14)
5.1 Step 1: Create a Robotic Arm
102(2)
5.2 Step 2: Making the Kuka Base
104(2)
5.3 Step 3: Making the Kuka Arm
106(1)
5.4 Step 4: Making the Kuka Joint
106(1)
5.5 Step 5: Making the Kuka Arm 2
107(1)
5.6 Step 6: Making the Kuka Joint
108(1)
5.7 Step 7: Making the Kuka Arm
109(1)
5.8 Step 8: Making the Kuka Joint
110(1)
5.9 Step 9: Making the Kuka Arm
110(1)
5.10 Step 10: Camera Position and Rotation
111(1)
5.11 Step 11: Making the Robot Grippers Parts
112(3)
Chapter 6 Example 5: Create BAYMAX Body and Movement
115(14)
6.1 Step 1: Create Baymax Body
116(1)
6.2 Step 2: Create Baymax Head
116(1)
6.3 Step 3: Create Baymax Hand
117(1)
6.4 Step 4: Create Baymax Legs
118(2)
6.5 Step 5: Create Baymax Eye
120(4)
6.6 Step 6: Set The camera Position
124(1)
6.7 Step 7: Add the Script
125(4)
Chapter 7 Example 6: Create Two-wheeled Robot with Gripper and Movement
129(20)
7.1 Step 1: Initial Work Before Starting the Design
130(1)
7.2 Step 2: Building the Body
131(2)
7.3 Step 3: Making the Neck, Shoulder, and Arms
133(1)
7.4 Step 4: Making the Joints
134(3)
7.5 Step 5: Adding Colour to the Scene
137(1)
7.6 Step 6: Automatic Animation Movement
138(3)
7.7 Step 7: Moving the Robot Using a Keyboard
141(5)
7.7.1 Start With the Up and Down Movement
141(1)
7.7.2 Left Or Right Movement
142(1)
7.7.3 The Gripper Movement
143(3)
7.8 Step 8: Robotic Arm Scripts
146(3)
Chapter 8 Example 7: Human Body (Remy Character) and Movement
149(22)
8.1 Step 1: Download Character and Animation
150(3)
8.2 Step 2: Insert the Character In Unity
153(2)
8.3 Step 3: Camera Position Setting
155(3)
8.4 Step 4: the Character Walk Movement
158(10)
8.5 Step 5: Add the Script To Character
168(2)
8.6 Step 6: Final Step and Character Movement
170(1)
Chapter 9 Example 8: Y-Bot Character Movement
171(18)
9.1 Step 1: Insert the Character
172(10)
9.2 Step 2: Character Movement By Keyboard
182(7)
Chapter 10 Example 9: Flower Example With Sound and Image and Keyboard Control
189(32)
10.1 Step 1: Creating Flower
190(15)
10.2 Step 2: Character Automatic Movement
205(4)
10.3 Step 3: Adding Images and Sound
209(6)
10.4 Step 4: Moving the Flower With Keyboard
215(6)
Chapter 11 Example 10: Kukaji
221(18)
11.1 Step 1: Inserting the Asset 3D Environments
222(2)
11.2 Step 2: Inserting the Robot Asset
224(2)
11.3 Step 3: Robot Colour
226(1)
11.4 Step 4: Robot Parts Position Setting
226(4)
11.5 Step 5: Robot In Automatic Mode Movement
230(3)
11.6 Step 6: Movement With Keyboard
233(4)
11.7 Step 7: All Kuka Scripts
237(2)
Chapter 12 Example 11: Communication Between Arduino and Unity
239(40)
12.1 Introduction Of Arduino
240(1)
12.1.1 Arduino Hardware
240(1)
12.1.2 Arduino Software
240(1)
12.1.3 Arduino Code
240(1)
12.2 Connecting Arduino to Unity
241(38)
12.2.1 Unity to Arduino (Ardity) Guide
241(11)
12.2.2 Arduino to Unity (Control Unity Animation With Physical Buttons)
252(27)
Chapter 13 Example 12: Spongebob, Control Object By Keyboard and Arduino
279(64)
13.1 Step 1: Importing the Asset
280(8)
13.1.1 Asset I: Casual Tiny Environment -- Jungle Set
280(3)
13.1.2 Asset II: Spongebob 3D Model
283(5)
13.2 Step 2: Review Example 1 (Auto Sponge)
288(6)
13.3 Step 3: Review Example 2: Keyboard Movement For Spongebob
294(3)
13.4 Step 4: Review Example 3: Spongebob Controlled By Arduino
297(46)
13.4.1 Step 1: Arduino Preparing
297(2)
13.4.2 Step 2: Unity Settings
299(44)
Chapter 14 Example 13: Object Movement With Kinect
343(40)
14.1 Brief About Kinect
344(1)
14.2 How Does the Xbox Kinect Work?
345(2)
14.2.1 Software
345(1)
14.2.2 Hardware
346(1)
14.3 Kinect Xbox 360 to Unity
347(19)
14.3.1 Step 1: Unity 3D Installation
347(1)
14.3.2 Step 2: Kinect Software Requirement
347(5)
14.3.3 Step 3: Kinect Connect to Computer
352(1)
14.3.4 Step 4: Unity Project
352(1)
14.3.5 Step 5: Import the Asset
353(3)
14.3.6 Step 6: Fix Errors
356(6)
14.3.7 Step 7: Open Scene
362(1)
14.3.8 Step 8: Edit the Asset and Setup the Camera
363(1)
14.3.9 Step 9: Final Run
364(2)
14.4 Kinect V2 to Unity
366(17)
14.4.1 Kinect V2 Short Review
366(1)
14.4.2 Kinect V2 to Unity
367(16)
Chapter 15 Example 14: Log and Display Joint Coordinates With Kinect
383(22)
15.1 Step 1: Initial Setting
384(1)
15.2 Step 2: Unity Initialization
384(2)
15.3 Step 3: Objects Setting
386(2)
15.4 Step 4: Objects Rename
388(1)
15.5 Step 5: Create the Start/Stop Logging Button
388(3)
15.6 Step 6: Code Section
391(5)
15.7 Step 7: Right-Hand Joint Script
396(1)
15.8 Step 8: Text Labels
397(2)
15.9 Step 9: Label Follow
399(1)
15.10 Step 10: Run the Project
400(2)
15.11 Step 11: Project Folder
402(1)
15.12 Step 12: Open Csv Files
403(2)
Chapter 16 Example 15: Unity and Kinematics
405(10)
16.1 Inverse Kinematics
406(4)
16.1.1 Step 1: Unity Installation and Preparation
406(1)
16.1.2 Step 2: Asset Installation
407(3)
16.1.3 Step 3: Open Default Scene
410(1)
16.2 Fast Inverse Kinematics
410(5)
16.2.1 Step 1: Unity Installation
410(1)
16.2.2 Step 2: Assent Installation
411(1)
16.2.3 Step 3: Do the Project and Import the Asset
411(1)
16.2.4 Step 4: Import Dialogue Box
412(1)
16.2.5 Step 5: Run Fast Inverse Kinematic Scene
413(2)
Chapter 17 Running Unity Project On Raspberry Pi
415(20)
17.1 Android Method
416(1)
17.2 Steps to Install the Unity
417(4)
17.2.1 Step 1: Preparation
417(1)
17.2.2 Step 2: Unity 3D Installation
417(1)
17.2.3 Step 3: Project Building
417(1)
17.2.4 Step 4: Temporary Close
418(1)
17.2.5 Step 5: Project Reopening
418(2)
17.2.6 Android Unity App Player Run Demo
420(1)
17.3 Windows 10 Lot Core Method 421 1 7.4 Steps to Install the Unity
421(14)
17.4.1 The Online Easy Method
422(1)
17.4.2 The Offline Method
422(2)
17.4.3 Deployment Steps
424(1)
17.4.4 Appx Build Steps
425(10)
Chapter 18 Unity and Ros Bridge
435(12)
18.1 Step 1: Creating Ros Package
436(1)
18.2 Step 2: Writing Publisher Node
437(3)
18.3 Step 3: Making the Unity Project
440(7)
Chapter 19 Example 16: Unity and Mobile Sensors Bond
447(38)
19.1 Introduction to Unity Remote
449(11)
19.1.1 Step 1 Common: Initial Setting
451(1)
19.1.2 Step 2 Common: Configure Unity Remote
451(1)
19.1.3 Step 3 Common: Create a New Unity Project and Setup Unity Remote
451(3)
19.1.4 Step 4 Common: Create the Sample Scene
454(6)
19.1.5 Step 5 Common: Further Modifications to the Scenes Game Objects
460(1)
19.2 Example 1: Use Mobile Accelerometer In Unity
460(4)
19.2.1 Step 1_Accelerometer: C# Script and Gameobject Control
460(2)
19.2.2 Step 2_Accelerometer: Run the Project
462(2)
19.3 Example 2: Use Mobile Gyroscope In Unity
464(3)
19.3.1 Step 1 Gyroscope: Make a C# Script
464(1)
19.3.2 Step 2 Gyroscope: Run the Project
465(2)
19.4 Example 3: Car Game With Accelerometer (Unity)
467(18)
19.4.1 Step 1: Initial Step: Inserting the Asset
467(1)
19.4.2 Step 2: Make the Scene
468(4)
19.4.3 Step 3: Make the Scripts
472(5)
19.4.4 Step 4: First Run and Error
477(1)
19.4.5 Step 5: Fix Collider Physics
477(2)
19.4.6 Step 6: Follow the Car On the Screen
479(1)
19.4.7 Step 7: Test With Mobile Phone
480(1)
19.4.8 Step 8: a Review Of Object Properties
480(5)
Bibliography 485(4)
Index 489
Dr Ata Jahangir Moshayedi is an associate professor at Jiangxi University of Science and Technology, China. He received his PhD in Electronic Science from Savitribai Phule Pune University, India. He is a member of IEEE, a life member of the Instrument Society of India (ISI) and Speed Society of India (SSI), and various conferences and journals. His research interest includes Robotics and Automation, Sensor Modelling, Bio-inspired robots, Mobile Robots, Embedded System, Machine Vision-based Systems, Virtual Reality, and Artificial Intelligence. He has published several papers in various journals and conferences and registered two patents so far in robotic and machine vision.

Dr Amin Kolahdooz received his PhD from BNUT in January 2015. He works as a Lecturer (Assistant Professor) at the school of Engineering and Sustainable Development, De Montfort University, UK. His research interests are mechanics and manufacturing engineering focused on Materials Processes, Machine Learning, VR, and AR in Manufacturing, Finite Element, and optimization methods. He registered one national patent, and published six books, and more than 70 articles in various world-renowned journals so far.

Leifa Liao is a professor at Jiangxi University of Science and Technology, a visiting scholar at Rochester University of Technology, a PhD in Management Science and Engineering from Xian Jiaotong University, and a key young and middle-aged teacher Jiangxi Province. He won the second prize for the 14th outstanding social science achievement in Jiangxi Province in 2011. Third Prize of the 15th Provincial Outstanding Achievement in Social Science of the Province. In 2015, he was the top ten teachers of Jiangxi University of Science and Technology. He published 50 papers and presided over 4 National Natural Science Foundations on the research of the Relationship between Organizational Learning and Knowledge Level Based on Multi-Agent Simulation.