Description

Book Synopsis
Explore Meta Spark Studio, a program used for augmented reality (AR) effect creation and deployment across multiple social media channels. This beginner's guide to AR development focuses on practical, project-based learning no prior coding or design experience is required.You will start by learning the fundamentals of AR as a whole and become familiar with key terminology and core concepts, building a baseline understanding of the technology overall.Using that foundational knowledge, you'll embark on step-by-step tutorials and get hands-on with building AR effects. Projects include selfie effects that react to facial expressions and target tracking effects that respond to images detected in the real-world environment. You'll also learn how to create an entire AR game, including animations and scoring.Along the way, you'll learn techniques for how to customize each one of these projects to fit your own unique vision. Additionally, you'll become familiar with the ways to publish and sha

Table of Contents
Chapter 1: Introduction to Augmented Reality

· What is AR?

o AR basics

o AR vs. VR

o Use cases for AR

· How does AR work?

o Hardware

o Software

o Inputs

· AR Tools

o ARKit

o ARCore

o Unity

o Unreal Engine

o Lens Studio

o Effect Studio

o Spark AR

Chapter 2: Introduction to Spark AR

· Installation

o 2.1.1 Windows

o 2.1.2 Mac

· Introduction to the Spark AR Interface

Chapter 3: Creating Your First Effect

· Background Segmentation

· Mapping an effect to a face

o Face trackers

o Face meshes

· Color Grading

o Exploring the Spark AR Library

· Testing an effect

Chapter 4: Spark AR Library Overview

· Home

· 3D Objects

· Music and Sound

· Patch Assets

· Textures

· Blocks

· Script Packages

· Color Luts

· Voice Intents

Chapter 5: Introduction to Patch Editor

· Understanding Patches

· Animation

· Audio

· Body Landmarks

· Device

· Face Landmarks

· Interaction

· Logic

· Math

· Shaders

· Time

· User Interface

· Utility

· Voice Control

Chapter 6: Creating Full Body Effect

· Body Finder Patch

· Mapping assets to Body Landmarks

· Body Bounding Box

Chapter 7: Creating Object Tracking Effect

· Target tracking

· Selecting a target

· Working with 3D assets

· Particle systems

Chapter 8: Creating World Effect

· Plane trackers

· Believable effects with occlusion

· Animation

· Environment light

Chapter 9: AR Game Development

· Building logic into an effect

· Scripting in Spark AR

o Intro to Scripting

o JavaScript

o TypeScript

· Introduction to code editors

o Sublime Text

o Atom

o Visual Studio Code

o Installing a code editor

· Writing our first script

· Working with audio

· Testing a game

o The Spark AR Console

o Testing on a device

Chapter 10 Customizing Assets in Project Template

· Finding resources

· Swapping assets

Chapter 11: Tips and Tricks

· Quality of life improvements

· Device compatibility

· Performance optimization

· Checking the changelog

Chapter 12: Publishing an Effect

· Effect guidelines

· Creating an icon

o Introduction to graphics editing

o Figma

o Icon design fundamentals

o Exporting finished assets

· Monitoring effect results

Chapter 13: AR Development Best Practices

· Creating experiences of value

· Accessibility

· Internationalization and localization

· Inclusivity

· Safety and privacy

Chapter 14: Conclusion

· Finding inspiration

· Giving back to the community

· Final words

HandsOn Augmented Reality Development with Meta

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£43.99

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RRP £54.99 – you save £11.00 (20%)

Order before 4pm tomorrow for delivery by Tue 16 Dec 2025.

A Paperback / softback by Jaleh Afshar

1 in stock


    View other formats and editions of HandsOn Augmented Reality Development with Meta by Jaleh Afshar

    Publisher: APress
    Publication Date: 03/06/2023
    ISBN13: 9781484294666, 978-1484294666
    ISBN10: 1484294661

    Description

    Book Synopsis
    Explore Meta Spark Studio, a program used for augmented reality (AR) effect creation and deployment across multiple social media channels. This beginner's guide to AR development focuses on practical, project-based learning no prior coding or design experience is required.You will start by learning the fundamentals of AR as a whole and become familiar with key terminology and core concepts, building a baseline understanding of the technology overall.Using that foundational knowledge, you'll embark on step-by-step tutorials and get hands-on with building AR effects. Projects include selfie effects that react to facial expressions and target tracking effects that respond to images detected in the real-world environment. You'll also learn how to create an entire AR game, including animations and scoring.Along the way, you'll learn techniques for how to customize each one of these projects to fit your own unique vision. Additionally, you'll become familiar with the ways to publish and sha

    Table of Contents
    Chapter 1: Introduction to Augmented Reality

    · What is AR?

    o AR basics

    o AR vs. VR

    o Use cases for AR

    · How does AR work?

    o Hardware

    o Software

    o Inputs

    · AR Tools

    o ARKit

    o ARCore

    o Unity

    o Unreal Engine

    o Lens Studio

    o Effect Studio

    o Spark AR

    Chapter 2: Introduction to Spark AR

    · Installation

    o 2.1.1 Windows

    o 2.1.2 Mac

    · Introduction to the Spark AR Interface

    Chapter 3: Creating Your First Effect

    · Background Segmentation

    · Mapping an effect to a face

    o Face trackers

    o Face meshes

    · Color Grading

    o Exploring the Spark AR Library

    · Testing an effect

    Chapter 4: Spark AR Library Overview

    · Home

    · 3D Objects

    · Music and Sound

    · Patch Assets

    · Textures

    · Blocks

    · Script Packages

    · Color Luts

    · Voice Intents

    Chapter 5: Introduction to Patch Editor

    · Understanding Patches

    · Animation

    · Audio

    · Body Landmarks

    · Device

    · Face Landmarks

    · Interaction

    · Logic

    · Math

    · Shaders

    · Time

    · User Interface

    · Utility

    · Voice Control

    Chapter 6: Creating Full Body Effect

    · Body Finder Patch

    · Mapping assets to Body Landmarks

    · Body Bounding Box

    Chapter 7: Creating Object Tracking Effect

    · Target tracking

    · Selecting a target

    · Working with 3D assets

    · Particle systems

    Chapter 8: Creating World Effect

    · Plane trackers

    · Believable effects with occlusion

    · Animation

    · Environment light

    Chapter 9: AR Game Development

    · Building logic into an effect

    · Scripting in Spark AR

    o Intro to Scripting

    o JavaScript

    o TypeScript

    · Introduction to code editors

    o Sublime Text

    o Atom

    o Visual Studio Code

    o Installing a code editor

    · Writing our first script

    · Working with audio

    · Testing a game

    o The Spark AR Console

    o Testing on a device

    Chapter 10 Customizing Assets in Project Template

    · Finding resources

    · Swapping assets

    Chapter 11: Tips and Tricks

    · Quality of life improvements

    · Device compatibility

    · Performance optimization

    · Checking the changelog

    Chapter 12: Publishing an Effect

    · Effect guidelines

    · Creating an icon

    o Introduction to graphics editing

    o Figma

    o Icon design fundamentals

    o Exporting finished assets

    · Monitoring effect results

    Chapter 13: AR Development Best Practices

    · Creating experiences of value

    · Accessibility

    · Internationalization and localization

    · Inclusivity

    · Safety and privacy

    Chapter 14: Conclusion

    · Finding inspiration

    · Giving back to the community

    · Final words

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