Virtual Reality Gaming

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Virtual Reality Gaming

Author : Betsy Rathburn
Publisher : Bellwether Media
Page : 24 pages
File Size : 50,7 Mb
Release : 2021-01-01
Category : Juvenile Nonfiction
ISBN : 9781648341366

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Virtual Reality Gaming by Betsy Rathburn Pdf

Time to step into a new world! When you strap on a virtual reality headset, it will feel like you have! Virtual reality gaming uses new technology to give players an unforgettable experience. In this engaging title, striving readers will learn about the history and development of virtual reality gaming, including the hardware used, popular games, and more. A visual timeline highlights the history of VR gaming, while other features list top-selling games, profile a popular VR game, and more. Readers will love stepping into a new world with this high-interest title!

Using VR in Gaming

Author : Cathleen Small
Publisher : Cavendish Square Publishing, LLC
Page : 80 pages
File Size : 55,8 Mb
Release : 2019-07-15
Category : Young Adult Nonfiction
ISBN : 9781502645685

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Using VR in Gaming by Cathleen Small Pdf

For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.

Ready Player One

Author : Ernest Cline
Publisher : Ballantine Books
Page : 386 pages
File Size : 43,7 Mb
Release : 2011-08-16
Category : Fiction
ISBN : 9780307887450

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Ready Player One by Ernest Cline Pdf

#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9

Augmented Reality Game Development

Author : Micheal Lanham
Publisher : Packt Publishing Ltd
Page : 326 pages
File Size : 43,7 Mb
Release : 2017-01-20
Category : Computers
ISBN : 9781787124523

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Augmented Reality Game Development by Micheal Lanham Pdf

Create your own augmented reality games from scratch with Unity 5 About This Book Create your own augmented reality game from scratch and join the virtual reality gaming revolution Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry Who This Book Is For This book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development. What You Will Learn Build a location-based augmented reality game called Foodie Go Animate a player's avatar on a map Use the mobile device's camera as a game background Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions Create basic UI elements for the game, inventory, menu, and settings Perform location and content searches against the Google Places API Enhance the game's mood by adding visual shader effects Extend the game by adding multiplayer networking and other enhancements In Detail The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. Style and approach This book shows you how to create every step of the game and gives practical examples.

Gaming Technology: Streaming, VR, and More

Author : John Wood
Publisher : Gareth Stevens Publishing LLLP
Page : 34 pages
File Size : 41,6 Mb
Release : 2018-07-15
Category : Juvenile Nonfiction
ISBN : 9781538226384

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Gaming Technology: Streaming, VR, and More by John Wood Pdf

With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.

Minecraft: Virtual Reality

Author : Josh Gregory
Publisher : Cherry Lake
Page : 32 pages
File Size : 47,7 Mb
Release : 2018-08-01
Category : Juvenile Nonfiction
ISBN : 9781534131613

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Minecraft: Virtual Reality by Josh Gregory Pdf

With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will learn how they can use virtual reality technology to explore Minecraft in a whole new way. Includes table of contents, glossary, and index--as well as sources for further reading.

Mastering Oculus Rift Development

Author : Jack Donovan
Publisher : Packt Publishing Ltd
Page : 299 pages
File Size : 45,8 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.

Virtual Reality with VRTK4

Author : Rakesh Baruah
Publisher : Apress
Page : 381 pages
File Size : 45,7 Mb
Release : 2019-12-06
Category : Computers
ISBN : 9781484254882

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Virtual Reality with VRTK4 by Rakesh Baruah Pdf

Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool Kit. By the end of the book you'll be creating your own virtual reality experience using the fundamental building blocks within. You'll start by reviewing spatial computing, an emerging field that encompasses self-driving cars to space exploration. You'll also create your own virtual reality environments for use on headsets such as those from Oculus and HTC. Using the Unity3D game engine and the Virtual Reality Toolkit on a computer or laptop, you will walk through the fundamentals of virtual reality with as little code as possible. That is the beauty of Unity and the Virtual Reality Toolkit. You will discover how to use buttons in a virtual space, gaze-tracking for user input, and physics for enabling interaction between a human and a virtual space. From game design to education to healthcare to human resources, virtual reality offers new and creative ways to engage users, students, patients, customers, and more. Not a coding book, Virtual Reality with VRTK4 shows that you don't need to be a computer or graphics whiz to begin creating your own virtual reality experiences. What You'll Learn Grasp Virtual Reality Toolkit and its interaction with Unity3DExplore the fundamental science of virtual realityReview the inner workings of Unity3D and its integration with VRTKUnderstand the big picture of C# coding in Unity3DIncorporate head and hand movement into virtual experiences Who This Book Is For Creative professionals or students who are familiar with computer design programs and want to begin prototyping their own original virtual reality work as quickly as possible.

VR, Simulations and Serious Games for Education

Author : Yiyu Cai,Wouter van Joolingen,Zachary Walker
Publisher : Springer
Page : 128 pages
File Size : 40,6 Mb
Release : 2018-10-10
Category : Technology & Engineering
ISBN : 9789811328442

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VR, Simulations and Serious Games for Education by Yiyu Cai,Wouter van Joolingen,Zachary Walker Pdf

This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming?

Author : Marvin Brucker
Publisher : GRIN Verlag
Page : 14 pages
File Size : 54,7 Mb
Release : 2019-05-02
Category : Computers
ISBN : 9783668931121

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Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming? by Marvin Brucker Pdf

Research Paper (postgraduate) from the year 2018 in the subject Engineering - Computer Engineering, grade: 1,3, Xi’an Jiaotong-Liverpool University, language: English, abstract: This paper evaluates whether virtual reality gaming evokes different brain activities than traditional gaming and how significant these differences are. Virtual reality influences an increasing number of areas in our daily entertainment life and reaches millions of people world-wide. While the underlying technology isn’t completely new, its wide distribution as a consumer market device on the other hand is a new and ongoing trend. One of the main fields of ap-plication for the modern virtual reality devices is the gaming domain. But besides an incredibly high degree of realism, players also report about dizziness, exhaustion and intoler-ances of this new way of gaming. To what extent virtual reality gaming has a different impact on the gamer than traditional gaming is highly relevant for different target groups. Since this combination of virtual reality devices and gaming, which experiences a growing significance from a commercial and user-oriented point of view, has not been given much attention from a research perspective yet, the impact of virtual reality gaming on the user will be subject of this paper. More specifically, this paper evaluates whether virtual reality gaming evokes stronger brain activities than traditional gaming and how significant these are. The paper is structured as follows. Based on the background, the problem statement and the resulting motivation of this paper will be illustrated in detail. The subsequent chapters will describe the experiment’s methodology, its procedure and the collected data with a following analysis and interpretation. Furthermore, the author will use the collected results and their respective interpretations to suggest future research.

Virtual Reality Blueprints

Author : Charles Palmer,John Williamson
Publisher : Packt Publishing Ltd
Page : 243 pages
File Size : 50,9 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 ...

A Brief History Of Video Games

Author : Rich Stanton
Publisher : Robinson
Page : 397 pages
File Size : 40,6 Mb
Release : 2015-07-23
Category : Business & Economics
ISBN : 9781472118813

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A Brief History Of Video Games by Rich Stanton Pdf

'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.

Critical Gaming: Interactive History and Virtual Heritage

Author : Erik Champion
Publisher : Routledge
Page : 232 pages
File Size : 51,8 Mb
Release : 2016-03-09
Category : Language Arts & Disciplines
ISBN : 9781317157397

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Critical Gaming: Interactive History and Virtual Heritage by Erik Champion Pdf

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Virtual Reality Arcade

Author : Maurice Underwood
Publisher : Independently Published
Page : 0 pages
File Size : 46,9 Mb
Release : 2023-08-14
Category : Electronic
ISBN : 9798857361061

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Virtual Reality Arcade by Maurice Underwood Pdf

Unleash your entrepreneurial spirit into the exciting digital frontier of Virtual Reality (VR) gaming! Your opportunity to own a slice of the future is just one click away. 'Virtual Reality Arcade: A Guide to Starting Your Own VR Gaming Center' is an exhaustive report that navigates the thriving landscape of VR gaming. This guide is impeccably designed to arm you with the necessary tools to establish your very own VR Gaming Center. Whether you're an ambitious start-up founder or a die-hard video game enthusiast eager to turn your passion into a prosperous business, this report is for you. This comprehensive report sheds light on the following areas: The evolving VR landscape Key equipment for your Gaming Center Location selection and setup considerations Designing a profitable business model Legal and regulatory compatibility Creating an enticing gaming experience Effective marketing and promotional strategies Employing and training your team Keeping up with equipment maintenance and business progression Staying updated with VR Industry Trends Author Maurice Underwood, a seasoned entrepreneur and highly regarded expert in the realm of VR gaming, provides invaluable insights. His experience with VR startups and his knack for understanding the tech advancements make him the ideal guide for your journey. Dive right in and get prepared to seize the thriving world of Virtual Reality gaming. Your journey towards ownership begins here.

When VR Serious Games Meet Special Needs Education

Author : Yiyu Cai,Qi Cao
Publisher : Springer Nature
Page : 217 pages
File Size : 48,5 Mb
Release : 2021-05-04
Category : Technology & Engineering
ISBN : 9789813369429

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When VR Serious Games Meet Special Needs Education by Yiyu Cai,Qi Cao Pdf

This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years’ research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.