The Vr Book

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The VR Book

Author : Jason Jerald
Publisher : Morgan & Claypool
Page : 523 pages
File Size : 53,7 Mb
Release : 2015-09-01
Category : Computers
ISBN : 9781970001136

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The VR Book by Jason Jerald Pdf

Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.

Virtual Reality

Author : Ajit Singh
Publisher : Independently Published
Page : 76 pages
File Size : 44,9 Mb
Release : 2019-06-26
Category : Electronic
ISBN : 1076340458

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Virtual Reality by Ajit Singh Pdf

This book will introduce the history and development of human-computer interaction and Virtual Reality / Augmented Reality /Mixed Reality. I try to analyze three most representive technologies; ● Oculus Rift● Google Glass ● HoloLens. Based on these, i will discuss the advantages and disadvantages of those technologies. This book discusses how VR, AR and MR work, and provides reasoning why virtual reality and augmented reality will be the next stage of human-computer interaction and how much possibility there is that VR, AR and MR technologies will be the next stage of HCI.The book contains the following topics: ● 1 introduces the background of the book.● 2 describes the development of Human-Computer Interaction.● 3 introduces Virtual Reality and analyses some of the VR technologies, like Oculus Rift.● 4 introduces Augmented Reality and analyses Google Glass and HoloLens.● 5 is the Mixed Reality ● 6 Implementation Augmented Reality In Learning● 7 DIY Creating Augmented Reality With D'FUSION

Augmented Reality and Virtual Reality

Author : M. Claudia tom Dieck,Timothy Jung
Publisher : Springer
Page : 335 pages
File Size : 45,6 Mb
Release : 2019-02-19
Category : Business & Economics
ISBN : 9783030062460

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Augmented Reality and Virtual Reality by M. Claudia tom Dieck,Timothy Jung Pdf

This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.

Virtual Reality 1.0 – The 90's

Author : Ben Delaney
Publisher : CyberEdge Information Services
Page : 493 pages
File Size : 52,6 Mb
Release : 2017
Category : Computers
ISBN : 9781513617039

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Virtual Reality 1.0 – The 90's by Ben Delaney Pdf

Did you ever wonder who built the first head-mounted display? Who first detailed a coherent theory of Cyberspace? Who wrote about cybersex and the challenges it creates? Who worried about addiction to VR? Did anyone ever cure cyber-sickness? From 1991 to 1996, CyberEdge Journal covered these stories and hundreds more. CEJ was read in more than 40 countries by thousands of VR investors, researchers, entrepreneurs, vendors, and aficionados. Appreciated for its "No VR Hype" attitude, CyberEdge Journal was the publication of record for the VR industry in the 90's. Author Ben Delaney was the Publisher and Editor of CyberEdge Journal, and was one of the most respected commentators and presenters in the field, and went on to publish the industry-defining multi-year market study, The Market for Visual Simulation/Virtual Reality Systems until 2004. Now that VR is enjoying a renaissance, it's time to understand where it came from, and avoid making the same mistakes that were made in the first golden age of VR, the 1990's. It's also a good time to remember the excitement and sense of adventure, as well as the people, that characterized those time. Virtual Reality 1.0 describes not just some of the hot topics of VR, but also the origins, issues, and solutions that were chronicled in the pages of CyberEdge Journal. Complemented by over 100 photos and drawings, there is a surprisingly contemporary feel to these old articles. In addition, more than a dozen VR pioneers have contributed new reminiscences of their work in VR. Another treat, the book is introduced by one of the acknowledged leaders of VR research and industry, Dr. Thomas Furness, Founding Director of the world-famous Human Interface Technology Laboratory at the University of Washington. This book is a re-issue of Sex Drugs and Tessellation, with minor edits.

Understanding Virtual Reality

Author : William R. Sherman,Alan B. Craig
Publisher : Morgan Kaufmann
Page : 938 pages
File Size : 51,8 Mb
Release : 2018-11-08
Category : Computers
ISBN : 9780128010389

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Understanding Virtual Reality by William R. Sherman,Alan B. Craig Pdf

Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software and a new glossary with pictures

Everything You Need to Know About Virtual Reality

Author : Anonim
Publisher : Unknown
Page : 32 pages
File Size : 55,8 Mb
Release : 2017-09-07
Category : Electronic
ISBN : 0241309034

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Everything You Need to Know About Virtual Reality by Anonim Pdf

A groundbreaking children's book that explains everything you need to know about virtual reality including how we see in 3D, how a VR world is created, how VR works on a smartphone, how VR can feel real and even who uses VR. Includes a make-it-yourself VR viewer that can be used with a smartphone to experience the wonders of VR. Plus stickers to decorate your VR viewer! Want to see the world without leaving your seat? Fancy exploring the Roman Colosseum or hopping aboard the International Space Station? Virtual reality is here - are you be ready for it? With DK and Curiscope's All About Virtual Reality, you will be. Learn everything you've ever wanted to know about VR, from aircraft simulators to the more recent developments such as Oculus Rift and Curiscope's Virtuali-Tee, an augmented reality t-shirt. Using the make-it-yourself VR viewer you can start experiencing virtual reality straight away with Curiscope's DK Virtual Reality app available on Apple and Android systems. Use your VR viewer to explore 5 scopes and come face-to-face with a T.Rex, explore the inside of a volcano, go back in time to the Colosseum in Ancient Rome, visit the International Space Station and jump into a pond. All About Virtual Reality has been developed with educational VR company Curiscope to create a perfect introduction to an out of this world digital experience! IMPORTANT INFORMATION: In order to experience virtual reality with this book, you will need to ask a parent or guardian to download the DK Virtual Reality app from the App Store (iOS) or Google Play. It is free of charge. Links to the app can be found at: www.dk.com/virtualreality Minimum OS version: iOS 8.3 and Android 4.4.4 The following phones support the app: iPhone 6; 6 Plus; 6s; 6s Plus; 7; Samsung Galaxy S5; S6; S7; S8; Samsung Galaxy Note 4; 5; Motorola Moto X; Motorola Droid Turbo; LG G3; G4; G5; G6; Google Pixel; HTC One; Nexus 5; Nexus 6; Sony Xperia Z3; Z5. If your phone is not on this list, the app may still work. Devices must have rear camera and support OpenGL ES 2.0. See device manufacturer for more information. It is important to be sensible when using the virtual reality viewer. Please read the safety tips in the book before assembling the viewer and using the virtual reality app.

Storytelling for Virtual Reality

Author : John Bucher
Publisher : Taylor & Francis
Page : 346 pages
File Size : 47,8 Mb
Release : 2017-07-06
Category : Computers
ISBN : 9781351809252

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Storytelling for Virtual Reality by John Bucher Pdf

Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Cases on Immersive Virtual Reality Techniques

Author : Yang, Kenneth C.C.
Publisher : IGI Global
Page : 381 pages
File Size : 40,7 Mb
Release : 2019-04-12
Category : Computers
ISBN : 9781522559139

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Cases on Immersive Virtual Reality Techniques by Yang, Kenneth C.C. Pdf

As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Virtual Reality Headsets - A Theoretical and Pragmatic Approach

Author : Philippe Fuchs
Publisher : CRC Press
Page : 348 pages
File Size : 41,7 Mb
Release : 2017-02-24
Category : Computers
ISBN : 9781351803069

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Virtual Reality Headsets - A Theoretical and Pragmatic Approach by Philippe Fuchs Pdf

The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I2 model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

Virtual Reality and Augmented Reality

Author : Bruno Arnaldi,Pascal Guitton,Guillaume Moreau
Publisher : John Wiley & Sons
Page : 370 pages
File Size : 42,9 Mb
Release : 2018-03-15
Category : Computers
ISBN : 9781119341093

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Virtual Reality and Augmented Reality by Bruno Arnaldi,Pascal Guitton,Guillaume Moreau Pdf

Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

Virtual Reality Insider

Author : Sky Nite
Publisher : Unknown
Page : 194 pages
File Size : 50,5 Mb
Release : 2014-11-01
Category : Electronic
ISBN : 0990999920

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Virtual Reality Insider by Sky Nite Pdf

Virtual reality is as explosive a technology as the Internet! Are you working in the VR industry, or curious to find out more about it? VR Insider is an overview and guidebook for consumer virtual reality. For the industry veteran, it is the perfect book to stir up new ideas and see how the big picture fits together. For newcomers to VR, it is the fastest way to catch up on what is happening and figure out how to apply your skills. Affordable virtual reality hardware finally exists, and this book will help you create its content! Best of all, this book is readable in 1-2 hours! 2nd Edition Update: A lot has changed in the 10 months since this book was published. This second edition adds 24 pages of new content, updating the information to the latest developments in VR, and incorporating the author's experience starting a VR content company. The time for VR is now!

Mastering Oculus Rift Development

Author : Jack Donovan
Publisher : Packt Publishing Ltd
Page : 299 pages
File Size : 53,8 Mb
Release : 2017-02-06
Category : Computers
ISBN : 9781786461780

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Mastering Oculus Rift Development by Jack Donovan Pdf

Explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects About This Book Create immersive 3D games especially designed for the Oculus Rift platform Build complex realistic virtual reality (VR) games with the Unity Engine Create striking VR environments with advanced graphical techniques Who This Book Is For This book is for aspiring indie developers and VR enthusiasts who want to bring their ideas into virtual reality with a new platform that provides an unprecedented level of realism and immersion. What You Will Learn Increase immersion with 3D audio and intuitive interfaces Create group VR experiences using multi-player networking Design fun and engaging mechanics that utilize VR principles Explore the best ways to navigate and interact using the Oculus Rift Design intuitive ways to navigate and interact with scenes in VR Add stunning realism to a scene with three-dimensional audio Invent mechanics and features that take full advantage of VR hardware In Detail Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you'll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you'll have everything you need to bring your ideas into a new reality. Style and approach This book takes a step-by-step tutorial approach with illustrative examples to help you implement the projects on your own. The book lets you first get to grips with the Oculus SDK and then moves on to the Unity Engine to add realistic graphics and features in your games.

The Complete Guide to VR & 360 Photography

Author : Jonathan Tustain
Publisher : Hachette UK
Page : 160 pages
File Size : 53,7 Mb
Release : 2018-08-09
Category : Photography
ISBN : 9781781576465

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The Complete Guide to VR & 360 Photography by Jonathan Tustain Pdf

The Complete Guide to VR will help you get to grips with this exciting new technology from first principles, so you know what's out there, and what you want. Discover all there is to know about home VR systems, whether they're computer-based, or work using your mobile phone. This book will introduce you to a whole spectrum of VR possibilities including VR games, creating your own VR films and exploring the world using it.

Unreal Engine VR Cookbook

Author : Mitch McCaffrey
Publisher : Addison-Wesley Professional
Page : 386 pages
File Size : 55,6 Mb
Release : 2017-02-09
Category : Computers
ISBN : 9780134649788

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Unreal Engine VR Cookbook by Mitch McCaffrey Pdf

This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. “With his YouTube channel, Mitch’s VR Lab, Mitch has helped thousands of people understand the foundations of locomotion and interaction mechanics with clear and concise UE4 videos. I’m thrilled that he has taken the time to bring all his knowledge and experience in working with Unreal Engine and Virtual Reality to the Unreal® Engine VR Cookbook.... Mitch is uniquely qualified to share this book with the world.” —Luis Cataldi, Unreal Engine Education, Epic Games, Inc. For game developers and visualization specialists, VR is the next amazing frontier to conquer—and Unreal Engine 4 is the ideal platform to conquer it with. Unreal ® Engine VR Cookbook is your complete, authoritative guide to building stunning experiences on any Unreal Engine 4-compatible VR hardware. Renowned VR developer and instructor Mitch McCaffrey brings together best practices, common interaction paradigms, specific guidance on implementing these paradigms in Unreal Engine, and practical guidance on choosing the right approaches for your project. McCaffrey’s tested “recipes” contain step-by-step instructions, while empowering you with concise explanations of the underlying theory and math. Whether you’re creating first-person shooters or relaxation simulators, the techniques McCaffrey explains help you get immediate results, as you gain “big picture” knowledge and master nuances that will help you succeed with any genre or project. Understand basic VR concepts and terminology Implement VR logic with Blueprint visual scripting Create basic VR projects with Oculus Rift, HTC Vive, Gear VR, Google VR, PSVR, and other environments Recognize and manage differences between seated and standing VR experiences Set up trace interactions and teleportation Work with UMG and 2D UIs Implement character inverse kinematics (IK) for head and hands Define effective motion controller interaction Help users avoid motion sickness Optimize VR applications Explore the VR editor, community resources, and more If you’re ready to master VR on Unreal Engine 4, this is the practical resource you’ve been searching for! Register your product at informit.com/register for convenient access to downloads, updates, and corrections as they become available.

Augmented Reality and Virtual Reality

Author : Timothy Jung,M. Claudia tom Dieck,Philipp A. Rauschnabel
Publisher : Springer Nature
Page : 397 pages
File Size : 41,6 Mb
Release : 2020-03-24
Category : Business & Economics
ISBN : 9783030378691

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Augmented Reality and Virtual Reality by Timothy Jung,M. Claudia tom Dieck,Philipp A. Rauschnabel Pdf

This book features the latest research in the area of immersive technologies, presented at the 5th International Augmented and Virtual Reality Conference, held in Munich, Germany in 2019. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, healthcare, tourism, events, fashion, entertainment, retail and the gaming industry. The volume is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.