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Virtual reality

Virtual reality Author Howard Rheingold
ISBN-10 UOM:39076001877005
Release 1992-08-15
Pages 415
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Discusses a new interactive computer technology that creates the illusion of being immersed in an artificial world that exists only in the computer, and examines the remarkable future implications of virtual reality technology



Virtual reality

Virtual reality Author Howard Rheingold
ISBN-10 UOM:39076001877005
Release 1992-08-15
Pages 415
Download Link Click Here

Discusses a new interactive computer technology that creates the illusion of being immersed in an artificial world that exists only in the computer, and examines the remarkable future implications of virtual reality technology



Virtual reality

Virtual reality Author Howard Rheingold
ISBN-10 UOM:39076001877005
Release 1992-08-15
Pages 415
Download Link Click Here

Discusses a new interactive computer technology that creates the illusion of being immersed in an artificial world that exists only in the computer, and examines the remarkable future implications of virtual reality technology



Learning Virtual Reality

Learning Virtual Reality Author Tony Parisi
ISBN-10 9781491922781
Release 2015-10-26
Pages 172
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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



Storytelling for Virtual Reality

Storytelling for Virtual Reality Author John Bucher
ISBN-10 9781351809252
Release 2017-07-06
Pages
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Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com



Understanding Virtual Reality

Understanding Virtual Reality Author William R. Sherman
ISBN-10 1558603530
Release 2003
Pages 582
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Exploring the practical applications of virtual reality, both as they currently exist and as they will develop in the next few years, this book begins with a history of information presentation and demonstrates the basic problems that VR has recently been employed to solve.



The VR Book

The VR Book Author Jason Jerald
ISBN-10 9781970001136
Release 2015-09-01
Pages 523
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Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.



Virtual Reality

Virtual Reality Author IntroBooks
ISBN-10
Release 2018-02-22
Pages 40
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There is no common definition for virtual reality. However, scientists have been able to discover common characteristics for virtual reality. It is a field of science that attempts to mimic the real world and it takes the end user beyond the scope of the flat monitor and immerses them into 3D visual world. Virtual reality gives the end user an immersive experience and stereo display, involving depth perception and two miniature screens. Over the years, it has gained popularity and has been involved in various human fields. This script is concerned with the different stages of development in virtual reality and takes a look at the historic aspect of things. We will also venture extensively into the various aspects of human lives that have been transformed via virtual reality, talking about the various applications of virtual reality in real life situation.



Virtual Augmented Reality For Dummies

Virtual   Augmented Reality For Dummies Author Paul Mealy
ISBN-10 9781119481423
Release 2018-06-08
Pages 352
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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.



Virtual Reality

Virtual Reality Author Brett S. Martin
ISBN-10 9781599538853
Release 2017
Pages 48
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Virtual Reality gives people the opportunity to visit and explore worlds created by computers. With the use of headsets and headphones, users are transported to a fantasy world full of incredible experiences. Correlates with STEM instruction and NexGen standards. Includes glossary, websites, and bibliography for further reading.



Virtual Reality

Virtual Reality Author Jack Challoner
ISBN-10 1465465480
Release 2017
Pages 32
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An introduction to virtual reality explains what it is and how it works, along with examples of how it is used in the real world, in a book that includes a make-it-yourself VR viewer.--



Virtual Reality

Virtual Reality Author Christopher W. Baker
ISBN-10 0761313508
Release 2000
Pages 48
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Explores the world of virtual reality with examples on what it is, how it works, and explanations for the possibilities this new technology holds for the future.



Emerging Markets for Virtual Reality

Emerging Markets for Virtual Reality Author IGIC, Inc. Staff
ISBN-10
Release 1992-01-01
Pages
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Emerging Markets for Virtual Reality has been writing in one form or another for most of life. You can find so many inspiration from Emerging Markets for Virtual Reality also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Emerging Markets for Virtual Reality book for free.



Virtual Reality

Virtual Reality Author
ISBN-10
Release
Pages
Download Link Click Here

Virtual Reality has been writing in one form or another for most of life. You can find so many inspiration from Virtual Reality also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Virtual Reality book for free.



The Metaphysics of Virtual Reality

The Metaphysics of Virtual Reality Author Michael Heim
ISBN-10 9780198024323
Release 1994-10-27
Pages 208
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Computers have dramatically altered life in the late twentieth century. Today we can draw on worldwide computer links, speeding up communications by radio, newspapers, and television. Ideas fly back and forth and circle the globe at the speed of electricity. And just around the corner lurks full-blown virtual reality, in which we will be able to immerse ourselves in a computer simulation not only of the actual physical world, but of any imagined world. As we begin to move in and out of a computer-generated world, Michael Heim asks, how will the way we perceive our world change? In The Metaphysics of Virtual Reality, Heim considers this and other philosophical issues of the Information Age. With an eye for the dark as well as the bright side of computer technology, he explores the logical and historical origins of our computer-generated world and speculates about the future direction of our computerized lives. He discusses such topics as the effect of word-processing on the English language (while word-processors have led to increased productivity, they have also led to physical hazards such as repetitive motion syndrome, which causes inflamed hand and arm tendons). Heim looks into the new kind of literacy promised by Hypertext (technology which allows the user to link audio and video elements, the disadvantages including disorientation and cognitive overload). And he also probes the notion of virtual reality, "cyberspace"--the computer-simulated environments that have captured the popular imagination and may ultimately change the way we define reality itself. Just as the definition of interface itself has evolved from the actual adapter plug used to connect electronic circuits into human entry into a self-contained cyberspace, so too will the notion of reality change with the current technological drive. Like the introduction of the automobile, the advent of virtual reality will change the whole context in which our knowledge and awareness of life are rooted. And along the way, Heim covers such intriguing topics as how computers have altered our thought habits, how we will be able to distinguish virtual from real reality, and the appearance of virtual reality in popular culture (as in Star Trek's holodeck, William Gibson's Neuromancer, and Stephen King's Lawnmower Man). Vividly and entertainingly written, The Metaphysics of Virtual Reality opens a window on a fascinating world that promises--or threatens--to become an integral part of everyday life in the 21st century. As Heim writes, not only do we face a breakthrough in the technology of computer interface, but we face the challenge of knowing ourselves and determining how the technology should develop and ultimately affect the society in which it grows.



Virtual Reality Photography

Virtual Reality Photography Author Scott Highton
ISBN-10 061534223X
Release 2010-01-01
Pages 304
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A reference book on the art and techniques of virtual reality photography by one of the pioneers in the field, Scott Highton.The book includes sections on Photography Basics, Panoramic VR Imaging, Object VR Imaging, and Business Practices.Intended audience includes both professional and amateur photographers, as well as multimedia authors and designers.



Virtual Reality Technology

Virtual Reality Technology Author Grigore C. Burdea
ISBN-10 9781119485728
Release 2017-11-01
Pages
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A groundbreaking Virtual Reality textbook is now even better Virtual reality is a very powerful and compelling computer application by which humans interact with computer-generated environments in a way that mimics real life and engages various senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration, and the military, to name just a few. Through virtual reality, scientists can triple the rate of oil discovery, pilots can dogfight numerically superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients. This Second Edition of the first comprehensive technical book on virtual reality provides updated and expanded coverage of the technology such as: Input and output interfaces including touch and force feedback Computing architecture (with emphasis on the rendering pipeline and task distribution) Object modeling (including physical and behavioral aspects) Programming for virtual reality (WorldToolKit, Java 3D, GHOST, and PeopleShop) An in-depth look at human factors issues, user performance, and sensorial conflict aspects of VR Traditional and emerging VR applications The new edition of Virtual Reality Technology is specifically designed for use as a textbook. Thus, it includes definitions, review questions, and a CD-ROM with video clips that reinforce the topics covered. The CD-ROM also contains a Laboratory Manual with homework and programming assignments in VRML and Java 3D, as follows: Introduction to VRML and Java 3D Sensor and Event Processing VRML and JavaScript Scene Hierarchy, Geometry, and Texture VRML PROTO and Glove Devices Viewpoint Control, Sound, and Haptic Effects The Second Edition will serve as a state-of-the-art resource for both undergraduate and graduate students in engineering, computer science, and other disciplines.