Create Your Own Virtual Reality System

Create Your Own Virtual Reality System
Title Create Your Own Virtual Reality System PDF eBook
Author Joseph R. Levy
Publisher McGraw-Hill Companies
Pages 328
Release 1995
Genre Computers
ISBN 9780070376519

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This text sets out to show home PC-users what virtual reality is all about. It provides practical, hands-on treatment of VR technology for PC enthusiasts and hobbyists. Focusing on affordable VR products designed for the desktop, Levy explains how to assemble a complete virtual-reality system at home.

Pygmalion's Spectacles

Pygmalion's Spectacles
Title Pygmalion's Spectacles PDF eBook
Author Stanley G. Weinbaum
Publisher The Floating Press
Pages 32
Release 2012-06-01
Genre Fiction
ISBN 1775562980

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Sci-fi luminary Stanley G. Weinbaum first broke through with the hugely influential story "A Martian Odyssey," one of the first to depict an alien being in a somewhat sympathetic light. Written in 1935, the short tale "Pygmalion's Spectacles" is no less innovative: it centers around the implications of a technology that's surprisingly close to what we now call virtual reality.

Virtual Reality Blueprints

Virtual Reality Blueprints
Title Virtual Reality Blueprints PDF eBook
Author Charles Palmer
Publisher Packt Publishing Ltd
Pages 243
Release 2018-02-28
Genre Computers
ISBN 1786465035

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Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop, mobile, and web-based games ...

Building Virtual Reality with Unity and Steam VR

Building Virtual Reality with Unity and Steam VR
Title Building Virtual Reality with Unity and Steam VR PDF eBook
Author Jeff W Murray
Publisher CRC Press
Pages 428
Release 2017-06-14
Genre Computers
ISBN 1315305453

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The golden age of virtual reality is here; take the first step into V.R. programming and development with Jeff W. MurrayBuilding Virtual Reality with Unity and SteamVR. Murray explores some of the topical issues surrounding virtual reality; including V.R. sickness, telepresence, performance issues and practical ways to diminish these detrimental effects to make a more comprehensive experience. Building Virtual Reality also grants readers a hands-on approach with the Unity game engine and programming. The example projects and sample C# code found in the text are compatible with all SteamVR supported virtual reality head mounted displays that are currently available. This text is the essential survival guide to VR and VR development for any reader. Author Bio: Jeff W. Murray has written two books: Game Development for iOS with Unity3D, C# Game Programming Cookbook for Unity3D, both published by CRC Press. In his game development career spanning over 14 years, he has worked with some of the world Murray Key features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better V.R. experiences. Develop V.R. applications with practical examples geared to work with both the Oculus Rift and HTC Vive, as well as open source virtual reality (OSVR) headsets like the HDK. Find out how to build both standing and seated experiences. Tips on optimizing performance with the Unity Profilers. Explore examples specifically for HTC Vive Controllers and picking up and throwing physics objects, including haptic feedback. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for V.R. based user interface design. Written by a games industry veteran who has been a V.R. developer since the first Oculus development kit.

Understanding Virtual Reality

Understanding Virtual Reality
Title Understanding Virtual Reality PDF eBook
Author William R. Sherman
Publisher Morgan Kaufmann
Pages 940
Release 2018-11-08
Genre Computers
ISBN 012801038X

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Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. - Features substantive, illuminating coverage designed for technical or business readers and the classroom - Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields - Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system - Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures

The VR Book

The VR Book
Title The VR Book PDF eBook
Author Jason Jerald
Publisher Morgan & Claypool
Pages 637
Release 2015-09-01
Genre Computers
ISBN 1970001135

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This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. 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. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.

Essential Virtual Reality fast

Essential Virtual Reality fast
Title Essential Virtual Reality fast PDF eBook
Author John Vince
Publisher Springer Science & Business Media
Pages 195
Release 2012-12-06
Genre Computers
ISBN 1447112636

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Virtual reality (VR) allows users to enter computer generated 3D scenes that can be navigated and manipulated. Essential Virtual Reality fast shows readers what is and isn't VR. The author provides an overview of the history of virtual reality and explains, in easy-to-understand terms, the concepts of computer graphics and how they are integral to VR systems. The importance of integrating human factors, such as vision, sound, touch and balance, is emphasized. Exploring actual VR systems, readers will learn about all the important aspects of virtual environments, including the hardware, software, and sound systems, as well as the latest VR techniques on the Internet.