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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.

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 (275 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 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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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!

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!

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)
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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!

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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Product Description:
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.

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

By Tony Parisi

imusti
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

Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society

By Howard Rheingold

Simon & Schuster
Released: 1992-08-15
Paperback (416 pages)

Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society
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Product Description:
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.

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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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 Hypnosis: Adventures in the Multiverse

By Kelley T. Woods

CreateSpace Independent Publishing Platform
Paperback (224 pages)

Virtual Reality Hypnosis: Adventures in the Multiverse
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Product Description:
Combining their unique elements of Mindful Hypnosis along with Don's demonstrated Hyperempiria and the BEST ME Technique (which are included in the second edition of the American Psychological Association's Handbook of Clinical Hypnosis), Woods and Gibbons have created Virtual Reality Hypnosis - an approach that helps you to transcend a wide variety of everyday challenges and problems, creating lasting positive changes. With decades of experience, these two creative artists of suggestion provide methods for quickly and easily enabling you to take a transformative virtual journey to a parallel or alternate Universe, and return a much better person than you were before you left! Bonus: Readers of this book will find a web link to a Virtual Reality Hypnosis audio recording the authors created, enabling them to have a first-hand experience of a Journey to the Multiverse.

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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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.

 
 
 
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