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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.

Virtual Reality

By Howard Rheingold

Summit Books
Hardcover (415 pages)

Virtual Reality
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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.

Virtual Reality: Create games from scratch

By Wajdi Ben Rabah

Released: 2017-06-17
Kindle Edition (62 pages)

Virtual Reality: Create games from scratch
 
Product Description:
Today, we are assisting with the flourish of Virtual Reality (VR), an exciting new technology that promises to transform our way of interacting with our environment by traveling and exploring a new dimension. Using just a headset, VR lets you look around a virtual dimension as if you're actually there. You can look around by moving your head and walk around by using motion sensors. It’s actually a fully immersive world.

Welcome to Virtual Reality: Create apps from scratch. This book includes an introduction to this new parallel world and a step-by-step guide to developing Virtual Reality apps for the Google VR platform. While VR technology is rapidly rising, we'll try to capture the basic techniques that you can use to make your first simple VR application and optimize it for ergonomic use.
Whether you are just getting started as a developer, or a game designer or even if you don’t have any experience with Unity and other game engines, this eBook will provide you with a guided tour of creating experiences using Unity. With clear explanations, tips, and screenshots, you will be provided with detailed steps to develop your virtual application even with no programming experience.

This book will take you through the installation and configuration of the development environment with the design and coding process, and on to publishing to the entire world and monetising your VR Mobile apps. Along the way, we will develop some of small, working apps, designed to introduce some of the familiar features of Virtual Reality.

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 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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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!

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.

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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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.

Dawn of the New Everything: Encounters with Reality and Virtual Reality

By Jaron Lanier

Henry Holt and Co.
Released: 2017-11-21
Hardcover (368 pages)

Dawn of the New Everything: Encounters with Reality and Virtual Reality
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The father of virtual reality explains its dazzling possibilities by reflecting on his own lifelong relationship with technology

Bridging the gap between tech mania and the experience of being inside the human body, Dawn of the New Everything is a look at what it means to be human at a moment of unprecedented technological possibility.

Through a fascinating look back over his life in technology, Jaron Lanier, an interdisciplinary scientist and father of the term “virtual reality,” exposes VR’s ability to illuminate and amplify our understanding of our species, and gives readers a new perspective on how the brain and body connect to the world. An inventive blend of autobiography, science writing, philosophy and advice, this book tells the wild story of his personal and professional life as a scientist, from his childhood in the UFO territory of New Mexico, to the loss of his mother, the founding of the first start-up, and finally becoming a world-renowned technological guru.

Understanding virtual reality as being both a scientific and cultural adventure, Lanier demonstrates it to be a humanistic setting for technology. While his previous books offered a more critical view of social media and other manifestations of technology, in this book he argues that virtual reality can actually make our lives richer and fuller.

Rune Universe: A Virtual Reality novel

By Hugo Huesca

Released: 2016-12-08
Kindle Edition (503 pages)

Rune Universe: A Virtual Reality novel
 
Product Description:

Begin Deep Dive Immersion?


[Yes]


Welcome to Rune Universe. Connecting to the game servers...




 


Faceless Corporations. Neon lights that hide rampant crime underneath. The year is 2041.


Cole Dorsett is a Script Kiddie, a thief of information with a chip against the system.
Rune Universe is a game with a billion worlds. With great interstellar alliances, unending adventure, spaceships
that dance around black holes.
And it hides a secret the CIA would love to crack. A secret many are willing to kill for.
Inside Rune Universe, Cole will stumble upon real, mortal danger. To avenge a fallen friend, he must risk it all.



And make a decision that will change the face of the world... forever.




Books in the series:
1) Rune Universe
2) Cold War Rune
3) Rune Source
0) Rune Zero (standalone prequel)

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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