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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:

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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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Product Description:

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

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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Product Description:

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


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.

Unity Virtual Reality Projects: Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

By Jonathan Linowes

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

Unity Virtual Reality Projects: Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D
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Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D

Key Features

  • 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

Book Description

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!

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

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. Objects & Scale
  3. VR Build and Run
  4. Gaze-based Control
  5. World Space UI
  6. First-person Character
  7. Physics & the Environment
  8. Walk-throughs & Rendering
  9. Using All 360 Degrees
  10. Social VR Metaverse
  11. What's Next?

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.

Virtual Reality

By Jack Challoner

DK Children
Released: 2017-11-07
Hardcover (32 pages)

Virtual Reality
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A new book by the author of Smithsonian Maker Lab that explores the realities of virtual reality, explaining what VR is and how it works. Includes an app download for five exclusive VR experiences and a cardboard viewer with stickers to make it your own.

Learn about the history of VR, from how it was invented to how it is used in the world today—beyond smart phone apps—and how VR headsets play with your senses of sight, sound, and touch to fool you into thinking you are somewhere else. Then use the included VR viewer and smartphone app download to come face-to-face with a T. rex, look inside a volcano, explore the Roman Colosseum, hop aboard the International Space Station, and peek under the surface of a pond.

Created in association with the educational VR company Curiscope, this groundbreaking book from DK explains everything you need to know. Are you ready to be transported?

Defying Reality: The Inside Story of the Virtual Reality Revolution

By David M. Ewalt

Blue Rider Press
Released: 2018-07-17
Hardcover (288 pages)

Defying Reality: The Inside Story of the Virtual Reality Revolution
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A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey.

You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite.

It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.

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
Kindle Edition (509 pages)

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

The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars.

From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer Luckey—then just a rebellious teenage dreamer living alone in a camper trailer—invents a device that has the potential to change everything.

With the help of a videogame legend, a serial entrepreneur and many other colorful characters, Luckey’s scrappy startup kickstarts a revolution and sets out to bring VR to the masses. As with most underdog stories, things don’t quite go according to plan. But what happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned and neverending twists and turns—including an unlikely multi-billion-dollar acquisition by Facebook’s Mark Zuckerberg, which shakes up the landscape in Silicon Valley and gives Oculus the chance to forever change our reality.

Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.

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.

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. 


 
 
 
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