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Hits4me.com   >   Multimedia   >   VR Tutorials, Books & Guides

   

VR Tutorials

Want to learn VR? Here are some VR tutorials to choose from:


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From Amazon.com

Here are some books from Amazon.com:

Disclosure: Products details and descriptions provided by Amazon.com. Our company may receive a payment if you purchase products from them after following a link from this website.

Virtual Reality Insider: Guidebook for the VR Industry

By Sky Nite

New Dimension Entertainment
Paperback (192 pages)

Virtual Reality Insider: Guidebook for the VR Industry
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Product Description:
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 (December 2015): 
A lot has changed in the year 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!

Virtual Reality for Beginners!: How to Understand, Use & Create with VR

By Murray Ramirez

CreateSpace Independent Publishing Platform
Paperback (90 pages)

Virtual Reality for Beginners!: How to Understand, Use & Create with VR
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Virtual Reality for Beginners! How to Understand, Use & Create with VR Are You Ready To Learn All About VR? If So You've Come To The Right Place... Here's A Preview Of What This Virtual Reality Book Contains...
  • An Introduction To Virtual Reality
  • VR Through Time - The History And Growth Of Virtual Reality
  • Getting Started With VR - What You'll Need To Get Going
  • The Science of VR
  • Trends In The VR Industry
  • Google Cardboard Explored
  • Sony PlayStation VR Explored
  • HTC Vive Explored
  • Oculus Rift Explored
  • Samsung Gear VR Explored
  • Bonus: Google Daydream View Explored
  • VR And Beyond!
  • 2016+ Verdict
  • The Next Big Thing
  • And Much, Much More!
Download Your Copy Now And Get Started Now!

Virtual Reality

By Howard Rheingold

Summit Books
Hardcover (415 pages)

Virtual Reality
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Imagine being able to "walk" into your computer and interact with any program you create. It sounds like science fiction, but it's science fact. Surgeons now rehearse operations on computer-generated "virtual" patients, and architects "walk through" virtual buildings while the actual structures are still in blueprints. In Virtual Reality, Howard Rheingold takes us to the front lines of this revolutionary new technology that creates computer-generated worlds complete with the sensations of touch and motion, and explores its impact on everything from entertainment to particle physics.

Unity Virtual Reality Projects

By Jonathan Linowes

Packt Publishing - ebooks Account
Released: 2015-09-01
Paperback (286 pages)

Unity Virtual Reality Projects
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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.

The Google Cardboard Book: Explore, Engage, and Educate with Virtual Reality

By Holly Clark, Jeffery Heil & Donnie Piercey

EdTechTeam
Paperback (64 pages)

The Google Cardboard Book: Explore, Engage, and Educate with Virtual Reality
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Imagine taking students on an underwater excursion...or exploring Japan's landscape and architecture together…or inviting them to sit in the cello section with the Philadelphia Orchestra during a performance at Carnegie Hall…or going on a field trip to Sequoia National Park in California climbing some of the world's tallest trees. With Google Cardboard, you don’t have to simply imagine. Virtual reality makes learning come to life by putting you and your students in the middle of the action. And with simple tools, easy-to-use apps, and a smart phone or spherical camera, they can be creators of their own immersive photos and videos. In THE GOOGLE CARDBOARD BOOK, EdTechTeam trainers and leaders offer step-by-step instructions on how to use this exciting technology in your classroom---no matter what subject you teach. You’ll learn what tools you need (and how affordable they can be), which apps to start with, and how to view, capture, and share 360-degree videos and images. Where will you take your students next? With Google Cardboard, the possibilities are endless.

VIRTUAL REALITY: How to Experience and Create Amazing VR Content

By Mauricio De la Orta

Eduvea
Released: 2016-01-24
Kindle Edition (31 pages)

VIRTUAL REALITY: How to Experience and Create Amazing VR Content
 
Product Description:
After being talked about for the better part of a century and awkwardly being put into practice unsuccessfully in the 1990s, 2016 is looking promising as the year that virtual reality really takes off. With the Samsung Gear VR already on the market, and several additional major virtual reality devices releasing this year, it seems as though things went from no virtual reality to so many virtual reality devices it is hard to tell the apart practically overnight.

If you are interested in learning more about the state of virtual reality in 2016 but at the same time feel confused by the myriad of options seemingly sprouting up out of nowhere then Virtual Reality: How to Experience and Create Amazing VR Content may be just the book you are looking for. It starts by discussing the growth of virtual reality over the past twenty years before talking about what it means today and how that definition will change over the coming years. Then it discusses the pros and cons of the virtual reality devices currently on the market or those that will be soon. It then talks about the best ways to create virtual reality content before pointing out the best pieces of virtual reality content currently available and talking about the future of virtual reality and what is expected by industry leaders.

Inside you will find
•A comparison between the Samsung Gear VR, Nuvika VR Headset, the Oculus Rift, HTC Vive and PlayStation VR
•Computer requirements for the Oculus Rift
•Where to find the hottest virtual reality games
•And More…

The VR Book: Human-Centered Design for Virtual Reality (Acm Books)

By Jason Jerald

Morgan & Claypool Publishers
Paperback (550 pages)

The VR Book: Human-Centered Design for Virtual Reality (Acm Books)
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Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. With extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references, The VR Book will bring a strong foundation for anyone and everyone involved in creating VR experiences.

What is Virtual Reality?: Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the VR Industry

By Yoni Binstock

Yoni Binstock
Released: 2017-05-06
Kindle Edition (203 pages)

What is Virtual Reality?: Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the VR Industry
 
Product Description:
After years of false starts, 2017 is looking to be the one when virtual reality finally takes off. With multiple headsets competing for market domination and open source communities converging around WebVR, virtual reality finally appears to be ready for the masses.

Anyone, including you, can enter this booming field with the knowledge that it will transform our society in fields like education, entertainment, gaming, and more. The possibilities are endless and with What is Virtual Reality? Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the VR Industry, you will have the insight and expertise to jump right into the industry.

The book features exclusive interviews with some of the top virtual reality experts who share their insights and predictions on the VR industry. Included are developers, designers, CEOs, and other industry experts including:

Ebbe Altberg – CEO at Linden Lab
Timoni West – Lead Designer at Unity Labs
Taylor Freeman – Co-founder CEO of UploadVR Inc.
Neil Trevett – President at Khronos Group
Philip Rosedale – Founder at High Fidelity & Second Life
Sophia Dominguez – CEO & Co-founder at SVRF and Founder at AllThingsVR

Among other topics, the book covers:

-How to get a job in the virtual reality industry
-Where is virtual reality growing the fastest and where companies are getting funding
-How the technology of VR headsets is going to evolve over the coming years
-The positive and negative societal impacts of virtual reality
-All of the exciting opportunities and industries ready to be disrupted by virtual reality

As a bonus feature, at the end of the book, you’ll receive a list of resources to help you get started in the virtual reality industry.

Buy the book today and join the VR revolution!

Virtual Reality: Representations in Contemporary Media

By Melanie Chan

Bloomsbury Academic
Released: 2015-07-30
Paperback (216 pages)

Virtual Reality: Representations in Contemporary Media
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The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.

Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR (Usability)

By Steve Aukstakalnis

Addison-Wesley Professional
Paperback (448 pages)

Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR (Usability)
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This is the most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Ideal for practitioners and students alike, it brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and other enabling technologies and tools that are already commercially available or will be soon.
 
Beginning with a Foreword by NASA research scientist Victor Luo, Practical Augmented Reality starts by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices.
 
The book presents revealing case studies of real-world applications from gaming, entertainment, Big Data visualization, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content.
 
Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, as well as vergence-accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies, as well as provides a look next generation systems.

 
 
 
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