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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.

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


Marketing New Realities: An Introduction to Virtual Reality & Augmented Reality Marketing, Branding, & Communications

By Cathy Hackl

Meraki Press
Paperback (140 pages)

Marketing New Realities: An Introduction to Virtual Reality & Augmented Reality Marketing, Branding, & Communications
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Virtual Reality (VR) and Augmented Reality (AR) have changed the playing field dramatically for marketing, branding, and public relations professionals. Marketing New Realities gives you the tools you’ll need to understand, create, and manage successful VR and AR campaigns now and for years to come. Get a head start on this new frontier, and harness the power of next-gen communication tools to engage effectively with your audience.

The History of the Future: Oculus, Facebook, and the Revolution That Swept Virtual Reality

By Blake J. Harris

Dey Street Books
Released: 2019-02-19
Hardcover (528 pages)

The History of the Future: Oculus, Facebook, and the Revolution That Swept Virtual Reality
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A USA Today bestseller

The dramatic, larger-than-life true story behind the founding of Oculus, its quest for virtual reality, and its founder's contentious battle for political freedom against Facebook, from the bestselling author of Console Wars.

In The History of the Future, Harris once again deep-dives into a tech drama for the ages to expertly tell the larger-than-life true story of Oculus, the virtual reality company founded in 2012 that—less than two years later—would catch the attention of Mark Zuckerberg and wind up being bought by Facebook for over $2 billion dollars.

This incredible underdog story begins with inventor Palmer Luckey, then just a nineteen-year-old dreamer, living alone in a camper trailer in Long Beach, California. At the time, virtual reality—long-hailed as the ultimate technology—was so costly and experimental that it was unattainable outside of a few research labs and military training facilities. But with the founding of Oculus, and the belief that his tantalizing vision of the future could one day be more than science fiction, Luckey put everything he had into creating a device that would allow gamers like him to step into virtual worlds and, in doing so, hopefully kickstart a VR revolution. 

With the help of an industry legend, a serial entrepreneur, and a slew of colorful characters—including those behind gaming sensations like Doom, Words with Friends, and Guitar Hero—Luckey’s scrappy startup would finally deliver the dream of immersive and affordable virtual reality to consumers, leading geeks and gamers to be excited in a way that they hadn’t been in years, and tech firms and investors scrambling to get in on the action before it was too late.

Over the course of three years (and with unprecedented access from Oculus and Facebook), Harris conducted hundreds of interviews with key players in the VR revolution—including Luckey, his partners, and their cult of dreamers—to weave together a rich, cinematic narrative that captures the breakthroughs, breakdowns, and human drama of trying to change the world. The result is a supremely accessible, entertaining look at the birth of a new multi-billion-dollar industry; one full of heroes, villains, and twists at every corner. Take, for instance, Harris’ own discovery while writing this story. When he started this endeavor, he had no idea that this tale would somehow involve Donald Trump, billion-dollar lawsuits, illegal practices, and end with Luckey—eventually ousted from Facebook—as one of the most polarizing figures in Silicon Valley.

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

By Jeremy Bailenson

W. W. Norton & Company
Released: 2019-02-12
Paperback (304 pages)

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do
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“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” ―Wall Street Journal

Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

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
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  • O Reilly Media
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

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

Reality Bytes: Innovative Learning Using Augmented and Virtual Reality

By Christine Lion-Bailey & Micah Shippee

Dave Burgess Consulting, Incorporated
Paperback (160 pages)

Reality Bytes: Innovative Learning Using Augmented and Virtual Reality
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Transform teaching and learning with AR and VR in your classroom.

We're at the dawn of an incredible transformation in education. Augmented reality and virtual reality--technologies that were once the province of science fiction and fantasy--are faster, better, and more affordable than ever. These tools have the potential to not only inspire students but to redefine how we teach and collaborate. But widespread adoption of AR and VR in K-12 classrooms requires taking risks, investing money and time, and training educators.

Reality Bytes makes the case for taking this leap by showing how educators are using these amazing technologies, and it provides a powerful framework to help anyone, in any school, join them. The innovative educators profiled are already designing learning experiences using AR and VR that supercharge student motivation, encourage creativity, and make otherwise impossible educational adventures accessible to all. You can do the same, using easy-to-implement resources that will revolutionize how you approach instruction. Equip your students with the skills they'll need in the future--today.

Reality Bytes opens the doors to tools for meeting every student no matter where they are. This book outlines the power that AR and VR have in building empathy and growing critical worldviews and perspectives. Christine, Jesse, and Micah cast an exciting vision for the future of education!
--Ken Shelton, educational strategist, equity and inclusion consultant

Creating engaging lessons that successfully integrate technology can be challenging. Reality Bytes is here to help with tons of images, classroom stories, and ideas that will help you create student-centered lessons that allow your students to experience content in a whole new way. No matter the grade level, there is something for everyone in this wonderfully immersive book.
--Alice Keeler, teacher, edtech expert, Google Certified Innovator

While you won't see Winona Ryder's name on the cover of this book, you will find some star power in it--the power to create star learners in our classrooms using cutting-edge tools! Reality Bytes will you give you the tools, the pedagogy, and a practical framework to bring the new reality of learning into your classroom.
--Kasey Bell, author of Shake Up Learning: Practical Ideas to Move Learning from Static to Dynamic

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. 

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

Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms

By Jaime Donally

International Society for Technology in Education
Released: 2018-04-10
Paperback (124 pages)

Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms
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Teachers nationwide are adopting immersive technology ― devices and software that provide augmented, virtual and mixed reality experiences ― to enable students to go on virtual field trips, manipulate 3D objects and augment the world around them. Immersive technology resources can be far less costly than many believe, but there are issues school districts should resolve before making purchases and implementing this technology.

Learning Transported provides practical insights and classroom examples to help educators plan and establish goals so that their investment in immersive technology benefits the greatest number of students. Topics covered include definitions and examples of augmented, virtual and mixed reality; comparison of devices and platforms, and tips for selecting the best one; lesson plans mapped to standards and content areas and ideas for using immersive technology tools in the classroom.

Immersive technology has great potential to transform learning and create engaging experiences for students. Before bringing it to the classroom, educators must consider the most important factors: that the instruction addresses student outcomes and standards, and that the mechanism for delivering this learning (no matter the device) is safe, affordable and suitable for the situation.

 
 
 

 
 
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