Virtual Reality Blueprints

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Virtual Reality Blueprints

Author : Charles Palmer,John Williamson
Publisher : Packt Publishing Ltd
Page : 243 pages
File Size : 44,5 Mb
Release : 2018-02-28
Category : Computers
ISBN : 9781786465030

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Virtual Reality Blueprints by Charles Palmer,John Williamson Pdf

Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop, mobile, and web-based games ...

Unreal Engine 4 Virtual Reality Projects

Author : Kevin Mack,Robert Ruud
Publisher : Packt Publishing Ltd
Page : 622 pages
File Size : 53,5 Mb
Release : 2019-04-30
Category : Computers
ISBN : 9781789133882

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Unreal Engine 4 Virtual Reality Projects by Kevin Mack,Robert Ruud Pdf

The key problem with VR development is understanding how to set up a project and running it on your desktop or mobile VR device. With this book, you will not only learn the specifics of virtual reality development in Unreal but also build immersive and fun VR projects that can be experienced on your VR devices.

The Extended Reality Blueprint

Author : Annie Eaton
Publisher : John Wiley & Sons
Page : 246 pages
File Size : 43,6 Mb
Release : 2024-03-26
Category : Business & Economics
ISBN : 9781394207695

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The Extended Reality Blueprint by Annie Eaton Pdf

Follow a tried-and-tested approach to integrating augmented and virtual reality into your business The Extended Reality Blueprint focuses on design for non-gaming or gaming adjacent applications in extended reality (XR), including augmented and virtual reality. Author Annie Eaton is a leading producer of immersive content in the XR space. Many of Annie's clients come to her with the same questions, often not knowing where to begin as they seek to implement extended reality solutions into their business. This book presents the discovery and product development process through an immersive technology lens. You will walk through the XR production process and learn how to apply this technology directly within your organizations in a meaningful and effective way. Join leading businesses like Delta Air Lines, Mars Wrigley, Georgia-Pacific, and JLG Industries, and learn how top companies are leveraging XR for greater market share, engagement, and profit. Learn about the latest applications of extended reality (XR), including augmented and virtual reality. Discover the steps of the XR product development process, including how to find profitable uses of XR and decide on technology suites. Assemble effective teams of XR developers, designers, artists, and other key members to bring your projects to fruition and success. Learn from the real-world examples and lessons learned of businesses that have taken the leap into extended reality. The Extended Reality Blueprint, delivers a concrete, actionable process for brining extended reality into your organization and embracing this crucial technology to remain current.

Unreal Engine VR Cookbook

Author : Mitch McCaffrey
Publisher : Addison-Wesley Professional
Page : 386 pages
File Size : 54,5 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.

Unreal Engine Virtual Reality Quick Start Guide

Author : Jessica Plowman
Publisher : Packt Publishing Ltd
Page : 175 pages
File Size : 52,9 Mb
Release : 2019-02-27
Category : Computers
ISBN : 9781789615043

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Unreal Engine Virtual Reality Quick Start Guide by Jessica Plowman Pdf

Unreal Engine VR Quick Start Guide introduces designers to the guidelines and design processes necessary to build interactive VR experiences. Learn to use User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets.

HoloLens Blueprints

Author : Abhijit Jana,Manish Sharma,Mallikarjuna Rao
Publisher : Packt Publishing Ltd
Page : 327 pages
File Size : 42,6 Mb
Release : 2017-06-20
Category : Computers
ISBN : 9781787281226

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HoloLens Blueprints by Abhijit Jana,Manish Sharma,Mallikarjuna Rao Pdf

Unveil the world of mixed reality with HoloLens About This Book Bring holographic insights to existing line-of-business applications, tools, and workflows Focus on developing end-to-end realistic holographic application. Build interactive model scripts and test them in Unity3D and holographic emulators Who This Book Is For This book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens. What You Will Learn Interact with holograms using different interaction models Develop your first holographic app Integrate holographic applications with cloud systems Visualize data feeds coming from the cloud through holograms Manage the application distribution of enterprise-enabled HoloLens Integrate HoloLens applications with services deployed on Azure Identify and create 3D Assets and Scenes Use HoloLens to explore the Internet of Things In Detail Do you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality). You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens. Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production. Style and approach The book is a project-based guide to help you to create some really astonishing mixed-reality applications. It will provide end-to-end solutions and enable you to build stunning applications for HoloLens.

Infinite Reality

Author : Jim Blascovich,Jeremy Bailenson
Publisher : Harper Collins
Page : 308 pages
File Size : 53,9 Mb
Release : 2011-04-05
Category : Computers
ISBN : 9780062041692

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Infinite Reality by Jim Blascovich,Jeremy Bailenson Pdf

“Enough with speculation about our digital future. Infinite Reality is the straight dope on what is and isn’t happening to us right now, from two of the only scientists working on the boundaries between real life and its virtual extensions.” —Douglas Rushkoff, author of Program or Be Programmed Can our brains recognize where "reality" ends and "virtual" begins? Where will technology lead us in five, fifty, or five hundred years? An unrivaled guide to our digital future that has been cited by the Supreme Court, Infinite Reality is a mind-bending "journey through the virtual universe" (Wall Street Journal). Jim Blascovich and Jeremy Bailenson, two pioneering authorities, explore the profound potential of emerging technologies and reveal how our brains behave in digital worlds. Along the way, Bailenson and Blascovich examine the timeless philosophical questions of the self and "reality" that arise through the digital experience; explain how virtual reality's latest and future forms—including immersive video games and social-networking sites—will soon be seamlessly integrated into our lives; show the many surprising practical applications of virtual reality, from education and medicine to sex and warfare; and probe further-off possibilities like "total personality downloads" that would allow your great-great-grandchildren to have a conversation with "you" a century or more after your death. Equally fascinating, farsighted, and profound, Infinite Reality is an essential guide to our virtual future, where the experience of being human will be deeply transformed.

Unreal for Mobile and Standalone VR

Author : Cornel Hillmann
Publisher : Apress
Page : 344 pages
File Size : 47,8 Mb
Release : 2019-04-12
Category : Computers
ISBN : 9781484243602

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Unreal for Mobile and Standalone VR by Cornel Hillmann Pdf

Apply the techniques needed to build VR applications for mobile and standalone head-mounted displays (HMDs) using the Unreal Engine. This book covers the entire VR ecosystem including production tools, Unreal engine, workflows, performance and optimization, and presents two fully-developed projects to reinforce what you've learned. Media designers, CG artists and other creatives will be able to take advantage of real-time engine techniques and easy-to-learn visual scripting logic to turn their creations into immersive and interactive VR worlds. Gear VR, the Oculus Go and other Android based VR HMDs are becoming exciting new platforms for immersive business presentations, entertainment and educational solutions. The Unreal engine, one of the world’s most powerful and popular game engines, is now free to use and has become increasingly popular for real-time visualizations and enterprise solutions in recent years. With Unreal's powerful blueprint visual scripting system, non-coders can now design blueprints in Unreal, unlock the power of rapid prototyping, and create complex interactions without a line of code. Get your copy of Unreal for Mobile and Standalone VR today and begin using this powerful tool-set to create high-end VR apps for a wide range of applications from games, B2B, to education. What You'll LearnExplore the VR ecosystem, including history, recent trends and future outlook Review tool set, graphics and animation pipeline (Blender, Zbrush, Substance Painter and others) Examine graphics optimization techniques Set up a project and the target platform Design interaction with Unreal blueprints Deployments, testing, further optimization Who This Book Is For Multimedia designers, CG artists, producers, app developers. No coding experience is required.

Blueprints Visual Scripting for Unreal Engine

Author : Marcos Romero,Brenden Sewell
Publisher : Packt Publishing Ltd
Page : 366 pages
File Size : 50,9 Mb
Release : 2019-08-23
Category : Computers
ISBN : 9781789348422

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Blueprints Visual Scripting for Unreal Engine by Marcos Romero,Brenden Sewell Pdf

Publisher's note: This edition from 2019 is based on Unreal Engine 4 and does not make use of the most recent Unreal Engine features. A new third edition, updated for Unreal Engine 5 blueprints including new topics, such as implementing procedural generation and creating a product configurator, has now been published. Key FeaturesDesign a fully functional game in UE4 without writing a single line of codeImplement visual scripting to develop gameplay mechanics, UI, visual effects, VR and artificial intelligenceDeploy your game on multiple platforms and share it with the worldBook Description Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers. This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You'll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you'll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems, such as user interface elements and intelligent enemy behavior. The skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you'll learn how to build a basic VR game. By the end of this book, you'll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience. What you will learnUnderstand programming concepts in BlueprintsCreate prototypes and iterate new game mechanics rapidlyBuild user interface elements and interactive menusUse advanced Blueprint nodes to manage the complexity of a gameExplore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event GraphGet to grips with object-oriented programming (OOP) concepts and explore the Gameplay FrameworkLearn Virtual Reality development with UE BlueprintWho this book is for This book is for anyone who is interested in developing games or applications with UE4. Although basic knowledge of Windows OS is required, experience in programming or UE4 is not necessary.

Unity Virtual Reality Projects

Author : Jonathan Linowes
Publisher : Packt Publishing Ltd
Page : 286 pages
File Size : 47,6 Mb
Release : 2015-09-01
Category : Computers
ISBN : 9781785286803

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Unity Virtual Reality Projects by Jonathan Linowes Pdf

Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D About This Book Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR A project-based guide that teaches you to use Unity to develop VR applications, which can be experienced with devices such as the Oculus Rift or Google Cardboard Who This Book Is For If you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. What You Will Learn Create 3D scenes with Unity and Blender while learning about world space and scale Build and run VR applications for consumer headsets including Oculus Rift and Google Cardboard Build interactive environments with physics, gravity, animations, and lighting using the Unity engine Experiment with various user interface (UI) techniques that you can use in your VR applications Implement the first-person and third-person experiences that use only head motion gestures for input Create animated walkthroughs, use 360-degree media, and build multi-user social VR experiences Learn about the technology and psychology of VR including rendering, performance and VR motion sickness Gain introductory and advanced experience in Unity programming with the C# language In Detail What is consumer “virtual reality”? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it! Style and approach This book takes a practical, project-based approach to teach specifics of virtual reality development in Unity. Using a reader-friendly approach, this book will not only provide detailed step-by-step instructions but also discuss the broader context and applications covered within.

Virtual and Augmented Reality (VR/AR)

Author : Ralf Doerner,Wolfgang Broll,Paul Grimm,Bernhard Jung
Publisher : Springer Nature
Page : 435 pages
File Size : 41,9 Mb
Release : 2022-01-12
Category : Computers
ISBN : 9783030790622

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Virtual and Augmented Reality (VR/AR) by Ralf Doerner,Wolfgang Broll,Paul Grimm,Bernhard Jung Pdf

This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.

Virtual Reality

Author : Howard Rheingold
Publisher : Unknown
Page : 420 pages
File Size : 51,8 Mb
Release : 1992-08-15
Category : Computers
ISBN : UOM:39076001877005

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Virtual Reality by Howard Rheingold Pdf

Breaking the reality barrier ; the reality-industrial complex ; virtual reality and the future.

Creating Augmented and Virtual Realities

Author : Erin Pangilinan,Steve Lukas,Vasanth Mohan
Publisher : "O'Reilly Media, Inc."
Page : 372 pages
File Size : 47,9 Mb
Release : 2019-03-18
Category : Computers
ISBN : 9781492044147

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Creating Augmented and Virtual Realities by Erin Pangilinan,Steve Lukas,Vasanth Mohan Pdf

Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you’ll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications

Infinite Reality

Author : Jim Blascovich,Jeremy Bailenson
Publisher : William Morrow Paperbacks
Page : 320 pages
File Size : 42,6 Mb
Release : 2012-02-14
Category : Science
ISBN : 0061809519

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Infinite Reality by Jim Blascovich,Jeremy Bailenson Pdf

Can our brains recognize where "reality" ends and "virtual" begins? Where will technology lead us in five, fifty, or five hundred years? An unrivaled guide to our digital future that has been cited by the Supreme Court, Infinite Reality is a mind-bending "journey through the virtual universe" (Wall Street Journal). Jim Blascovich and Jeremy Bailenson, two pioneering authorities, explore the profound potential of emerging technologies and reveal how our brains behave in digital worlds.

Blueprints Visual Scripting for Unreal Engine 5

Author : Marcos Romero,Brenden Sewell
Publisher : Packt Publishing Ltd
Page : 568 pages
File Size : 55,9 Mb
Release : 2022-05-02
Category : Computers
ISBN : 9781801818698

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Blueprints Visual Scripting for Unreal Engine 5 by Marcos Romero,Brenden Sewell Pdf

Explore the faster way to build games using UE5 Blueprints using this practical guide with key images printed in color Key Features Design a fully functional game in UE5 without writing a single line of code Implement visual scripting to develop gameplay mechanics, UI, visual effects, VR, and artificial intelligence Deploy your game on multiple platforms and share it with the world Book DescriptionUnreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices. The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator. By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.What you will learn Understand programming concepts in Blueprints Create prototypes and iterate new game mechanics rapidly Build user interface elements and interactive menus Use advanced Blueprint nodes to manage the complexity of a game Explore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event Graph Get to grips with OOP concepts and explore the Gameplay Framework Work with virtual reality development in UE Blueprint Implement procedural generation and create a product configurator Who this book is for This book is for anyone interested in developing games or applications with UE5. Although basic knowledge of Windows OS is required, experience in programming or UE5 is not necessary.