Multimedia

VR Tutorials, Books & Guides

  Welcome   ASP   CGI +
Perl
  How To   HTML +
Web Design
  Java   JavaScript   Multimedia
+ Graphics
  PHP   Remotely
Hosted
  Website
Templates
 
 
   
Menu
 
Multimedia Home

Books, Guides, Tutorials
  Adobe GoLive
  Adobe PageMill
  Authorware
  Director
  Fireworks
  Flash
  Graphics
  Latex
  MP3
  QuickTime
  Video
  VR

Software, Graphics, etc.
  Audio
  Flash
  Graphics
    3D
    Animation
    CAD
    Clip Art
    Home Publishing
    Illustration
    Image Capture
    Photo Editing
    Professional Design
 


Related Sites
 
Adobe Dreamweaver Software

Dreamweaver Tutorials

SEO Tools

Web Design Software
 

Bluehost.com Web Hosting $6.95

Advert
 
Discover How To Capture Hidden Profits!
Increase sales dramatically, lower costs, build lasting customer relationships, and increase your web profits!
FREE Test Drive!

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

   

VR Tutorials

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



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.

The Fourth Transformation

By Robert Scoble

CreateSpace Independent Publishing Platform
Released: 2016-12-07
Paperback (208 pages)

The Fourth Transformation
List Price: $17.99*
Lowest New Price: $16.64*
Usually ships in 24 hours*
*(As of 07:27 Pacific 27 Feb 2017 More Info)


Click Here
Product Description:
Ten years from today, the center of our digital lives will no longer be the smart phone, but device that looks like ordinary eyeglasses: except those glasses will have settings for Virtual and Augmented Reality. What you really see and what is computer generated will be mixed so tightly together, that we won’t really be able to tell what is real and what is illusion.
Instead of touching and sliding on a mobile phone, we will make things happen by moving our eyes or by brainwaves. When we talk with someone or play an online game, we will see that person in the same room with us. We will be able to touch and feel her or him through haptic technology.
We won’t need to search online with words, because there will be a new Visual Web 100 times larger than the current Internet, and we will find things by images, buy things by brands, or just by looking at a logo on the jacket of a passerby. Language will be irrelevant, and a merchant in a developing world will have access to global markets.
Medical devices will cure schizophrenia, allow quadriplegics to walk. People will be able to touch and feel objects and other people who are not actually there for conversations, games and perhaps intimate experiences.
From Kindergarten to on-the-job, learning will become experiential. Children will visit great battlefields and tour historic places in VR rather than read about them in text books. Med students and surgeons will learn and practice on virtual humans rather than cadavers; oil rig workers will understand how to handle emergencies, before the ever leave the home office.
The Fourth Transformation is based on two years of research and about 400 interviews with technologists and business decision makers. It explains the technology and product landscape on a level designed to be interesting and useful to business thinkers and general audiences. Mostly it talks about how VR and AR are already being used, or will be used in the next one-to-three years. It explains how this massive and fundamental transformation will be driven, nit just by Millennials, but by the generation following them, which the authors have named the Minecraft Generation.
Robert Scoble and Shel Israel have written this book in the hope that it will serve as a business thinker’s guidebook to the near-term future. They hope readers will walk away understanding the massive changes rapidly arising, so that they will navigate a successful course through the changes they will be facing sooner than they—or their competitors-- may realize just yet.

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)
List Price: $79.95*
Lowest New Price: $67.60*
Lowest Used Price: $63.00*
Usually ships in 24 hours*
*(As of 07:27 Pacific 27 Feb 2017 More Info)


Click Here
Product Description:
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.

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
List Price: $9.99*
Lowest New Price: $7.48*
Lowest Used Price: $8.50*
Usually ships in 24 hours*
*(As of 07:27 Pacific 27 Feb 2017 More Info)


Click Here
Product Description:
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!

Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile

By Tony Parisi

O'Reilly Media
Paperback (172 pages)

Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile
List Price: $29.99*
Lowest New Price: $16.33*
Lowest Used Price: $14.93*
Usually ships in 24 hours*
*(As of 07:27 Pacific 27 Feb 2017 More Info)


Click Here
Product Description:

As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You’ll explore the three go-to platforms—OculusVR, Gear VR, and Cardboard VR—as well as several VR development environments, programming tools, and techniques.

If you’re an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you’ll have a jumpstart on the next major entertainment medium.

  • Learn VR basics for UI design, 3D graphics, and stereo rendering
  • Explore Unity3D, the current development choice among game engines
  • Create native applications for desktop computers with the Oculus Rift
  • Develop mobile applications for Samsung’s Gear VR with the Android and Oculus Mobile SDKs
  • Build browser-based applications with the WebVR Javascript API and WebGL
  • Create simple and affordable mobile apps for any smartphone with Google’s Cardboard VR
  • Bring everything together to build a 360-degree panoramic photo viewer

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
List Price: $8.99*
Lowest New Price: $6.99*
Lowest Used Price: $7.73*
Usually ships in 24 hours*
*(As of 07:27 Pacific 27 Feb 2017 More Info)


Click Here
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!

Unity Virtual Reality Projects

By Jonathan Linowes

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

Unity Virtual Reality Projects
List Price: $24.49*
Lowest New Price: $24.49*
Lowest Used Price: $24.10*
Usually ships in 24 hours*
*(As of 07:27 Pacific 27 Feb 2017 More Info)


Click Here
Product Description:

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.

Ebook: Virtual Reality (Innovation Trends Series)

By BBVA Innovation Center

Released: 2015-09-21
Kindle Edition (25 pages)

Ebook: Virtual Reality (Innovation Trends Series)
 
Product Description:
The latest Innova Trends Series paper, that delves into virtual reality, is already available for download.

Entering the Metaverse: A Guide to Joining the Virtual Reality Industry

By Liv Erickson

Released: 2016-09-04
Kindle Edition (68 pages)

Entering the Metaverse: A Guide to Joining the Virtual Reality Industry
 
Product Description:
The rapidly growing virtual reality industry is an exciting place to be. This book gives a basic overview of the VR industry, the different technologies that go into creating experiences, and how anyone interested in creating for immersive technologies can begin building VR experiences regardless of background. Written for developers, designers, producers, artists, or anyone with an itch to learn more about virtual reality, Entering the Metaverse provides a high-level view of what it looks like to work in VR in its new wave by providing an overview of designing, developing, and understanding today's VR devices, the tools available to create experiences, and advice on building a portfolio and community around immersive 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)
List Price: $59.99*
Lowest New Price: $40.16*
Lowest Used Price: $46.74*
Usually ships in 24 hours*
*(As of 07:27 Pacific 27 Feb 2017 More Info)


Click Here
Product Description:
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.

Unreal Engine VR Cookbook: Developing Virtual Reality with UE4 (Game Design)

By Mitch McCaffrey

Addison-Wesley Professional
Paperback (288 pages)

Unreal Engine VR Cookbook: Developing Virtual Reality with UE4 (Game Design)
List Price: $39.99*
Lowest New Price: $28.43*
Lowest Used Price: $37.02*
Usually ships in 24 hours*
*(As of 07:27 Pacific 27 Feb 2017 More Info)


Click Here
Product Description:
“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.


 
 
 

 
 
Contact Us     Privacy     Terms Of Use     Advertising/Endorsements Disclosures

Copyright © 2005-2015, Answers 2000 Limited

With any business, it is up to the individual owner of said business to ensure the success of the business. You may make more or less than any sample figures or results that might be quoted on our web sites or other publications. All business involves risk, and many businesses do not succeed. Further, Answers 2000 Limited does NOT represent that any particular individual or business is typical, or that any results or experiences achieved by any particular individual/business is necessarily typical.

Disclosure: Our company's websites' content (including this website's content) includes advertisements for our own company's websites, products, and services, and for other organization's websites, products, and services. In the case of links to other organization's websites, our company may receive a payment, (1) if you purchase products or services, or (2) if you sign-up for third party offers, after following links from this website. Unless specifically otherwise stated, information about other organization's products and services, is based on information provided by that organization, the product/service vendor, and/or publicly available information - and should not be taken to mean that we have used the product/service in question. Additionally, our company's websites contain some adverts which we are paid to display, but whose content is not selected by us, such as Google AdSense ads. For more detailed information, please see Advertising/Endorsements Disclosures

Our sites use cookies, some of which may already be set on your computer. Use of our site constitutes consent for this. For details, please see Privacy.
 
 
  In Association With Amazon.com
Answers 2000 Limited is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com.

CERTAIN CONTENT THAT APPEARS ON THIS SITE COMES FROM AMAZON SERVICES LLC. THIS CONTENT IS PROVIDED 'AS IS' AND IS SUBJECT TO CHANGE OR REMOVAL AT ANY TIME.

All trademarks are property of their respective owners.
All third party content and adverts are copyright of their respective owners.

Some graphics on our web sites are Copyright (C) 1997-2000 Hemera Technologies Inc., and used under license. All such pictures are provided for viewing purposes only and are not to be saved or downloaded. All such pictures of recognizable individuals are models and used for illustrative purposes only, and not meant to imply any association or endorsement of said individual with any product or service.