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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:



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.

Crafting Stories for Virtual Reality

By Melissa Bosworth

Routledge
Released: 2018-11-07
Paperback (270 pages)

Crafting Stories for Virtual Reality
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We are witnessing a revolution in storytelling. Publications all over the world are increasingly using immersive storytelling―virtual reality, augmented reality and mixed reality―to tell compelling stories. The aim of this book is to distill the lessons learned thus far into a useful guide for reporters, filmmakers and writers interested in telling stories in this emerging medium. Examining ground-breaking work across industries, this text explains, in practical terms, how storytellers can create their own powerful immersive experiences as new media and platforms emerge.

Table of Contents:

Introduction: Evolution of Media: Where Are We Now? 

Section I: Context 
1 Why Tell Immersive Stories? 
2 Pivot Point Section 

II: Immersive Media and Storytelling Styles 

3 Immersive Narratives and News 
Clouds over Sidra 
Climbing Giants 
We Who Remain 
Limbo 
The Occupation of Alcatraz 
Euronews 
VRtually There 

4 Walk-Around Virtual Reality 
Kiya 
After Solitary 
Suite Life 
Displaced Witness 

5 Immersive Interactives 

Discovering Gale Crater 
Is the Nasdaq in Another Bubble? 
Testimony 
UTurn 
Blackout 

6 Mixed-Media Packages 

Stand at the Edge of Geologic Time 
Overheard 
The Call Center 
Capturing Everest 
Hell and High Water 
The Wall 

7 Augmented Reality and Mixed Reality 
Priya Shakti 
Optimism 
Outthink Hidden 
New Dimensions in Testimony
 Hello, We're from the Internet 
Olympians in AR 
Terminal 3 

8: Immersive Audio 
Hallelujah VR 
Reeps One: Does Not Exist 
Designing Audio for Games 

Section III: Bringing It All Together 

9 Storytelling without Close-Ups: The Big Picture 

10 Viewing Mode, Form and Content: Best Practices 
11 Additional Features and Emerging Technology 
12 Immersive Media and News 
13 The State of Platforms and Publishing 
14 Looking Forward 

Glossary 
Index

Virtual & Augmented Reality For Dummies (For Dummies (Computer/Tech))

By Paul Mealy

For Dummies
Released: 2018-07-11
Paperback (352 pages)

Virtual & Augmented Reality For Dummies (For Dummies (Computer/Tech))
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An easy-to-understand primer on Virtual Reality and Augmented Reality

Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future.

With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm.

* Keeps you up-to-date on the pulse of this fast-changing technology

* Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment

* Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR

Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies. 

Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing

By Erin Pangilinan & Vasanth Mohan

O'Reilly Media
Released: 2019-04-14
Paperback (372 pages)

Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing
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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


Future Presence: How Virtual Reality Is Changing Human Connection, Intimacy, and the Limits of Ordinary Life

By Peter Rubin

HarperOne
Released: 2018-04-17
Hardcover (288 pages)

Future Presence: How Virtual Reality Is Changing Human Connection, Intimacy, and the Limits of Ordinary Life
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A Wired senior editor and virtual reality expert presents a captivating, candid glimpse into the future "realities" of this emerging technology: how we will use it to form previously impossible relationships, explore new frontiers of intimacy, and how it will forever change human connection.

Heralded as the most significant technological innovation since the smartphone, virtual reality is poised to transform our very notions of life and humanity. Though this tech is still in its infancy, to those on the inside, it is the future. VR will change how we work, how we experience entertainment, how we feel pleasure and other emotions, how we see ourselves, and most importantly, how we relate to each other in the real world. And we will never be the same.

Peter Rubin, senior culture editor for Wired and the industry’s go-to authority on the subject, calls it an "intimacy engine." While once we needed another person to feel the sensations of closeness, trust, vulnerability, confidence, and titillation, VR will give us the ability to induce these sensations by ourselves for the first time in human history. This metamorphosis, Rubin argues, is going to have a powerful impact on relationships that will ripple throughout our society and our individual lives.

A journey into this uncertain future and a glimpse at the cultural implications and promises of a new reality, Future Presence explores a host of complex questions about what makes us human, what connects us, and what is real. Offering a glimpse into the mind-blowing things happening in universities, labs, and tech companies around the world, Rubin leads readers on an entertaining tour of the weirdest, wildest corners of this fascinating new universe. Describing this book as "half travelogue and half crystal ball", Rubin will:

  • Introduce readers to the creators and consumers of VR technology
  • Show readers what an experience is like inside the current VR devices
  • Explain how this technology will upend everything we know about human connection in the future

At once the incredible, inevitable story of virtual reality’s rise and a look towards the future of our fantasies, Future Presence is a deeply personal examination of what connects us, and an analysis of what relationships, empathy, and sex could look like—sooner than we think.

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

By Jeremy Bailenson

W. W. Norton & Company
Released: 2018-01-30
Hardcover (304 pages)

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do
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An in-depth look at virtual reality and how it can be harnessed to improve our everyday lives.

Virtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience imaginable. With well-crafted simulations, these experiences, which are so immersive that the brain believes they’re real, are already widely available with a VR headset and will only become more accessible and commonplace. But how does this new medium affect its users, and does it have a future beyond fantasy and escapism?

In Experience on Demand, Jeremy Bailenson draws on two decades spent researching the psychological effects of VR and other mass media to help readers understand this powerful new tool. He offers expert guidelines for interacting with VR and describes the profound ways this technology can be put to use―not to distance ourselves from reality, but to enrich our lives and influence us to treat others, the environment, and even ourselves better. In the world of VR, a football quarterback plays a game against a competing team hundreds of times before even stepping onto the field; members of the United Nations embody a young girl in a refugee camp going through her day-to-day life; and veterans once again walk through the streets where they had experienced trauma.

There are dangers and many unknowns in using VR, but it also can help us hone our performance, recover from trauma, improve our learning and communication abilities, and enhance our empathic and imaginative capacities. Like any new technology, its most incredible uses might be waiting just around the corner. Experience on Demand is the definitive look at the risks and potential of VR―a must-read for navigating both the virtual and the physical worlds ahead.

Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

By Kevin Mack

Packt Publishing
Released: 2019-04-30
Paperback (632 pages)

Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints
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Learn to design and build Virtual Reality experiences, applications, and games in Unreal Engine 4 through a series of practical, hands-on projects that teach you to create controllable avatars, user interfaces, and more.

Key Features

  • Learn about effective VR design and develop virtual reality games and applications for every VR platform
  • Build essential features for VR such as player locomotion and interaction, 3D user interfaces, and 360 media players
  • Learn about multiplayer networking and how to extend the engine using plugins and asset packs

Book Description

Unreal Engine 4 (UE4) is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR.

This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine.

Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR.

What you will learn

  • Understand design principles and concepts for building VR applications
  • Set up your development environment with Unreal Blueprints and C++
  • Create a player character with several locomotion schemes
  • Evaluate and solve performance problems in VR to maintain high frame rates
  • Display mono and stereo videos in VR
  • Extend Unreal Engine's capabilities using various plugins

Who this book is for

This book is for anyone interested in learning to develop Virtual Reality games and applications using UE4. Developers new to UE4 will benefit from hands-on projects that guide readers through clearly-explained steps, while both new and experienced developers will learn crucial principles and techniques for VR development in UE4.

Table of Contents

  1. Thinking in VR
  2. Setting up your Development Environment
  3. Hello World: Your First VR Project
  4. Getting Around the Virtual World
  5. Interacting with the Virtual World - Part I
  6. Interacting with the Virtual World - Part II
  7. Creating User Interfaces in VR
  8. Building the World and Optimizing for VR
  9. Displaying Media in VR
  10. Creating a Multiplayer Experience in VR
  11. Taking VR Further: Extending Unreal Engine
  12. Where to Go from Here
  13. A: Useful Mind Hacks
  14. B: Research and Further Reading

Storytelling for Virtual Reality

By John Bucher

Routledge
Released: 2017-07-14
Paperback (346 pages)

Storytelling for Virtual Reality
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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

The 360° Video Handbook: A step-by-step guide to creating video for virtual reality (VR)

By Michael Wohl

Michael Wohl
Paperback (282 pages)

The 360° Video Handbook: A step-by-step guide to creating video for virtual reality (VR)
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The 360° Video Handbook (2nd Edition) is a practical hands-on guidebook for producers, directors, cinematographers, sound recordists, and editors interested in creating 360-degree video and VR180 video. It covers every aspect of the spherical video pipeline, from development, to production, to editing and finishing, to outputting and distributing your final piece. While you can read it front-to-back, it's also designed to be used as a handy reference. Each topic is contained in a succinct, easy-to-understand chapter, the different sections are color coded so you can flip right to the section you want, and technical terms and obscure terminology is defined right in the margins. Wohl courses an easy-to-follow trail through the thicket of technobabble and jargon. The book provides nuts-and-bolts recommendations on everything from the selection of cameras, microphones, and editing tools, to aesthetic and creative decisions such as camera placement and blocking, as well as editing, incorporating titles, transitions, and other effects. And finally, he provides detailed instructions for how to output your finished work, and where to upload it to reach the maximum audience. “Michael Wohl did a fantastic job with The 360° Video Handbook. He covers the current—and ever changing—state of the art, provides enough detail to be practical, presents a balanced view where there are differing opinions, and avoids getting bogged down in technical minutia. I haven’t come across a similar resource, and it’s a book that will be very easy to recommend.”— Mike Swanson, Pixvana

Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition

By Jonathan Linowes

Packt Publishing
Released: 2018-05-24
Paperback (492 pages)

Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition
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Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VR

Key Features

  • A project-based guide to teach you how to develop immersive and fun VR applications using Unity 3D
  • Build experiences with interactable objects, physics, UI, animations, C# scripting, and other Unity features
  • Explore the world of VR by building experiences such as diorama, first-person characters, 360-degree projections, social VR, audio fireball game, and VR storytelling

Book Description

Unity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices.

Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine. With its practical and project-based approach, this book will get you up to speed with the specifics of Virtual Reality development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn the Unity 3D game engine via the interactive Unity Editor as well as C# programming. By the end of the book, you will be fully equipped to develop rich, interactive virtual reality experiences using Unity.

What you will learn

  • Create 3D scenes with Unity and other 3D tools while learning about world space and scale
  • Build and run VR applications for specific headsets, including Oculus, Vive, and Daydream
  • Interact with virtual objects using eye gaze, hand controllers, and user input events
  • Move around your VR scenes using locomotion and teleportation
  • Implement an audio fireball game using physics and particle systems
  • Implement an art gallery tour with teleportation and data info
  • Design and build a VR storytelling animation with a soundtrack and timelines
  • Create social VR experiences with Unity networking

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.

Table of Contents

  1. Virtually Everything for Everyone
  2. Content, Objects, and Scale
  3. VR Build and Run
  4. Gaze-based Control
  5. Handy Interactables
  6. World Space UI
  7. Locomotion and Comfort
  8. Playing with Physics and Fire
  9. Exploring Interactive Spaces
  10. Using All 360 Degrees
  11. Animation and VR Storytelling
  12. Social VR Metaverse
  13. Optimizing for Performance and Comfort

Complete Virtual Reality and Augmented Reality Development with Unity: Leverage the power of Unity and become a pro at creating mixed reality applications

By Jesse Glover

Packt Publishing
Released: 2019-04-17
Paperback (668 pages)

Complete Virtual Reality and Augmented Reality Development with Unity: Leverage the power of Unity and become a pro at creating mixed reality applications
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Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift

Key Features

  • Build fun augmented reality applications using ARKit, ARCore, and Vuforia
  • Explore virtual reality by developing more than 10 engaging projects
  • Learn how to integrate AR and VR concepts together in a single application

Book Description

Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets.

Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You'll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You'll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you'll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You'll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking.

You'll learn the Unity 3D game engine via the interactive Unity Editor and C# programming.

By the end of this Learning Path, you'll be fully equipped to develop rich, interactive mixed reality experiences using Unity.

This Learning Path includes content from the following Packt products:

  • Unity Virtual Reality Projects - Second Edition by Jonathan Linowes
  • Unity 2018 Augmented Reality Projects by Jesse Glover

What you will learn

  • Create 3D scenes to learn about world space and scale
  • Move around your scenes using locomotion and teleportation
  • Create filters or overlays that work with facial recognition software
  • Interact with virtual objects using eye gaze, hand controllers, and user input events
  • Design and build a VR storytelling animation with a soundtrack and timelines
  • Create social VR experiences with Unity networking

Who this book is for

If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.

Table of Contents

  1. Virtually Everything for Everyone
  2. Content, Objects, and Scale
  3. VR Build and Run
  4. Gaze-Based Control
  5. Handy Interactables
  6. World Space UI
  7. Locomotion and Comfort
  8. Playing with Physics and Fire
  9. Animation and VR Storytelling
  10. What AR is and How to Get Set up
  11. GIS Fundamentals - The Power of Mapping
  12. Censored - Various Sensor Data and Plugins
  13. The Sound of Flowery Prose
  14. Picture Puzzle - The AR Experience
  15. Fitness for Fun - Tourism and Random Walking
  16. Snap it! Adding Filters to Pictures
  17. To the HoloLens and Beyond

 
 
 
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