Download or read book Virtual Reality with VRTK4 written by Rakesh Baruah and published by Apress. This book was released on 2019-12-06 with total page 381 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool Kit. By the end of the book you'll be creating your own virtual reality experience using the fundamental building blocks within. You'll start by reviewing spatial computing, an emerging field that encompasses self-driving cars to space exploration. You'll also create your own virtual reality environments for use on headsets such as those from Oculus and HTC. Using the Unity3D game engine and the Virtual Reality Toolkit on a computer or laptop, you will walk through the fundamentals of virtual reality with as little code as possible. That is the beauty of Unity and the Virtual Reality Toolkit. You will discover how to use buttons in a virtual space, gaze-tracking for user input, and physics for enabling interaction between a human and a virtual space. From game design to education to healthcare to human resources, virtual reality offers new and creative ways to engage users, students, patients, customers, and more. Not a coding book, Virtual Reality with VRTK4 shows that you don't need to be a computer or graphics whiz to begin creating your own virtual reality experiences. What You'll Learn Grasp Virtual Reality Toolkit and its interaction with Unity3DExplore the fundamental science of virtual realityReview the inner workings of Unity3D and its integration with VRTKUnderstand the big picture of C# coding in Unity3DIncorporate head and hand movement into virtual experiences Who This Book Is For Creative professionals or students who are familiar with computer design programs and want to begin prototyping their own original virtual reality work as quickly as possible.
Download or read book Handbook of Augmented and Virtual Reality written by Sumit Badotra and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: Augmented and Virtual Reality are revolutionizing present and future technologies: these are the fastest growing and most fascinating areas of technologies at present. This book aims to provide insight into the theory and applications of Augmented and Virtual Reality to multiple technologies such as IoT (Internet of Things), ML (Machine Learning), AI (Artificial Intelligence), Healthcare and Education.
Download or read book Virtual Reality 99 written by and published by . This book was released on 1999 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Creating Augmented and Virtual Realities written by Erin Pangilinan and published by "O'Reilly Media, Inc.". This book was released on 2019-03-18 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
Download or read book Creating Augmented and Virtual Realities written by Erin Pangilinan and published by O'Reilly Media. This book was released on 2019-03-18 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
Download or read book Virtual Reality Systems written by John A. Vince and published by Addison-Wesley Longman. This book was released on 1995 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: An accessible introduction to the underlying technologies - real-time computer graphics, colour displays and simulation software - used to create virtual environment systems. The work is intended for students on advanced courses in computing, virtual reality and the human/computer interface.
Download or read book Augmented Reality with Unity AR Foundation written by Jonathan Linowes and published by Packt Publishing Ltd. This book was released on 2021-08-16 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore the world of augmented reality development with the latest features of Unity and step-by-step tutorial-style examples with easy-to-understand explanations Key FeaturesBuild functional and interactive augmented reality applications using the Unity 3D game engineLearn to use Unity's XR and AR components, including AR Foundation and other standard Unity featuresImplement common AR application user experiences needed to build engaging applicationsBook Description Augmented reality applications allow people to interact meaningfully with the real world through digitally enhanced content. The book starts by helping you set up for AR development, installing the Unity 3D game engine, required packages, and other tools to develop for Android (ARCore) and/or iOS (ARKit) mobile devices. Then we jump right into the building and running AR scenes, learning about AR Foundation components, other Unity features, C# coding, troubleshooting, and testing. We create a framework for building AR applications that manages user interaction modes, user interface panels, and AR onboarding graphics that you will save as a template for reuse in other projects in this book. Using this framework, you will build multiple projects, starting with a virtual photo gallery that lets you place your favorite framed photos on your real-world walls, and interactively edit these virtual objects. Other projects include an educational image tracking app for exploring the solar system, and a fun selfie app to put masks and accessories on your face. The book provides practical advice and best practices that will have you up and running quickly. By the end of this AR book, you will be able to build your own AR applications, engaging your users in new and innovative ways. What you will learnDiscover Unity engine features for building AR applications and gamesGet up to speed with Unity AR Foundation components and the Unity APIBuild a variety of AR projects using best practices and important AR user experiencesUnderstand the core concepts of augmented reality technology and development for real-world projectsSet up your system for AR development and learn to improve your development workflowCreate an AR user framework with interaction modes and UI, saved as a template for new projectsWho this book is for This augmented reality book is for game developers interested in adding AR capabilities to their games and apps. The book assumes beginner-level knowledge of Unity development and C# programming, familiarity with 3D graphics, and experience in using existing AR applications. Beginner-level experience in developing mobile applications will be helpful to get the most out of this AR Unity book.
Download or read book Stepping into Virtual Reality written by Mario Gutierrez and published by Springer Science & Business Media. This book was released on 2008-03-29 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.
Download or read book Unity Virtual Reality Development with VRTK4 written by Christopher Coutinho and published by Apress. This book was released on 2022-03-31 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get hands-on practical knowledge of concepts and techniques for VR development using Unity® and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences.Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR headsets, it's the perfect tool for developers to realize their vision in VR. VRTK is a battle-tested VR solution for Unity; VRTK 4, in conjunction with Unity, has changed the dynamics of VR development.This book focuses on creating deep understanding of how advanced VR mechanics and techniques are built and utilized as a part of a VR framework. You will start off by setting up your devices for VR development and learn about the advantages of using VRTK 4 over alternate SDKs. You will learn to setup your very own custom VRTK Rig, find out how to setup various advanced VR mechanics and locomotion techniques, how to create several spatial UI objects, and how to setup Unity 2D UI controls. You will also cover advanced topics such as using angular and linear drives, setting up a VR Simulator to work with a XBox Controller, and realistic physics VR hands. By the end of this book, you will know how to create advanced VR mechanics that can be used within any VR experience, game, or App and deployed across several platforms and hardware. What You Will Learn Understand how to develop Immersive VR experiences Create a VR simulator to test your project Generate advanced Spatial UI that you can interact with physically using your hands Who This Book Is For?Unity game developers conversant with Unity's Editor. Basic knowledge of how Unity Prefabs function, how events work in general, and programming logic would be beneficial.
Download or read book AR and VR Using the WebXR API written by Rakesh Baruah and published by Apress. This book was released on 2020-12-01 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gain an in-depth knowledge in immersive web development to create augmented reality (AR) and virtual reality (VR) applications inside web browsers using WebXR API, WebGL, Three.js, and A-Frame. This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer. Beginning with technical analysis of how web browsers function, the book covers programming languages such as WebGL, JavaScript, and HTML, with an eye on a complete understanding of the WebXR lifecycle. You'll then explore how contemporary web browsers work at the code level and see how to set up a local development server and use it with the Visual Studio Code IDE to create 3D animation in the WebGL programming language. With a familiarity of the web-rendering pipeline in place, you’ll venture on to WebGL abstractions such as the Three.js JavaScript library and Mozilla’s A-Frame XR Framework, which use WebXR to create high-end visual effects. In the final projects of the book, you’ll create an augmented reality web session for an Android phone device, and create a VR scene in A-Frame (built on Three.js) to demo essential components of the WebXR API pertaining to user positioning and interaction. Game engines have become common-place for the creation of mixed reality content. However, developers not interested in learning entirely new workflows may be better suited to work within a medium almost universally open to all—the web; AR and VR Using the WebXR API will show you the way. What You'll Learn Master the creation of virtual reality and augmented reality features for web page Prepare to work as an immersive web developer with a portfolio of projects in sought-after technologies Review the fundamentals of writing shaders in WebGL Experience the unity between client, server, and cloud architecture as it applies to location-based AR Who This Book Is For Aspiring immersive web developers and developers already familiar with the fundamentals of web development who want to further explore topics such as spatial computing, computer vision, spatial anchors, and cloud-computing for multi-user social experiences.
Download or read book A Book on C written by Al Kelley and published by Benjamin-Cummings Publishing Company. This book was released on 1990 with total page 548 pages. Available in PDF, EPUB and Kindle. Book excerpt: The authors provide clear examples and thorough explanations of every feature in the C language. They teach C vis-a-vis the UNIX operating system. A reference and tutorial to the C programming language. Annotation copyrighted by Book News, Inc., Portland, OR
Download or read book Oculus Rift in Action written by Bradley Austin Davis and published by Manning Publications. This book was released on 2015-09-03 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary Oculus Rift in Action introduces the powerful Oculus Rift headset and teaches you how to integrate its many features into 3D games and other virtual reality experiences. You'll start by understanding the capabilities of the Rift hardware. Then you'll follow interesting and instantly-relevant examples that walk you through programming real applications using the Oculus SDK. Examples are provided for both using the Oculus C API directly and for using Unity, a popular development and 3D graphics engine, with the Oculus Unity integration package. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Book Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the Oculus Rift VR headset, the game has changed. Using standard programming tools and the intuitive Oculus SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that finally nail the feeling of being in the middle of the action. Oculus Rift in Action teaches you how to create 3D games and other virtual reality experiences for the Oculus Rift. You'll explore the Rift hardware through examples of real applications using the Oculus SDK and both the Oculus C API and the Unity 3D graphics engine. Along the way, you'll get practical guidance on how to use the Rift's sensors to produce fluid VR experiences. Experience with C++, C#, or another OO language is assumed. What's Inside Creating immersive VR Integrating the Rift with the Unity 3D SDK Implementing the mathematics of 3D Avoiding motion-sickness triggers About the Authors Brad Davis is an active VR developer who maintains a great set of example Rift applications on Github. Karen Bryla is a freelance developer and writer. Alex Benton is a lecturer in 3D graphics at the University of Cambridge and a software engineer at Google. Table of Contents PART 1 GETTING STARTED Meet the Oculus Rift PART 2 USING THE OCULUS C API Creating your first Rift interactions Pulling data out of the Rift: working with the head tracker Sending output to the Rift: working with the display Putting it all together: integrating head tracking and 3D rendering Performance and quality PART 3 USING UNITY Unity: creating applications that run on the Rift Unity: tailoring your application for the Rift PART 4 THE VR USER EXPERIENCE UI design for VR Reducing motion sickness and discomfort PART 5 ADVANCED RIFT INTEGRATIONS Using the Rift with Java and Python Case study: a VR shader editor Augmenting virtual reality
Download or read book Essential Virtual Reality fast written by John Vince and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Unity 2017 Game Optimization written by Chris Dickinson and published by Packt Publishing Ltd. This book was released on 2017-11-22 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applications About This Book Discover features and techniques to optimize Unity Engine's CPU cycles, memory usage, and the GPU throughput of any application Explore multiple techniques to solve performance issues with your VR projects Learn the best practices for project organization to save time through an improved workflow Who This Book Is For This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. What You Will Learn Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them Implement best practices for C# scripting to avoid common pitfalls Develop a solid understanding of the rendering pipeline, and maximize its performance by reducing draw calls and avoiding fill rate bottlenecks Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks Keep your scenes as dynamic as possible by making the most of the Physics engine Organize, filter, and compress your art assets to maximize performance while maintaining high quality Discover different kinds of performance problems that are critical for VR projects and how to tackle them Use the Mono Framework and C# to implement low-level enhancements that maximize memory usage and avoid garbage collection Get to know the best practices for project organization to save time through an improved workflow In Detail Unity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity's built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling. Style and approach This practical book will help readers understand the essentials of the Unity3D engine and how to build games while improving the performance of their applications.
Download or read book Learning Virtual Reality written by Tony Parisi and published by "O'Reilly Media, Inc.". This book was released on 2015-10-26 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation Get an introduction to the technologies, tools, and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, you'll learn essential development and production concepts, including UI design, stereo rendering, 3D input, and programming VR applications for native desktop, mobile and the web. You don't have to be a game development wizard or have 3D graphics experience to get started. If you have basic programming skills and some familiarity with mobile development, this book will help you gain a working knowledge of virtual reality through clear and simple examples.
Download or read book Learning C Programming with Unity 3D written by Alex Okita and published by CRC Press. This book was released on 2014-08-01 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designed to give you enough familiarity in a programming language to be immediately productive, Learning C# Programming with Unity 3D provides the basics of programming and brings you quickly up to speed. Organized into easy-to-follow lessons, the book covers how C# is used to make a game in Unity3D. After reading this book, you will be armed with the knowledge required to feel confident in learning more. You’ll have what it takes to at least look at code without your head spinning. Writing a massive multiplayer online role-playing game is quite hard, of course, but learning how to write a simple behavior isn’t. Like drawing, you start off with the basics such as spheres and cubes. After plenty of practice, you’ll be able to create a real work of art. This applies to writing code—you start off with basic calculations, then move on to the logic that drives a complex game. By the end of this book, you will have the skills to be a capable programmer, or at least know what is involved with how to read and write code. Although you could go online and find videos and tutorials, there is a distinct advantage when it comes to learning things in order and in one place. Most online tutorials for C# are scattered, disordered, and incohesive. It’s difficult to find a good starting point, and even more difficult to find a continuous list of tutorials to bring you to any clear understanding of the C# programming language. This book not only gives you a strong foundation, but puts you on the path to game development.
Download or read book Assessment in the Second Language Writing Classroom written by Deborah Crusan and published by University of Michigan Press. This book was released on 2010-07 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Assessment in the Second Language Writing Classroom is a teacher and prospective teacher-friendly book, uncomplicated by the language of statistics. The book is for those who teach and assess second language writing in several different contexts: the IEP, the developmental writing classroom, and the sheltered composition classroom. In addition, teachers who experience a mixed population or teach cross-cultural composition will find the book a valuable resource. Other books have thoroughly covered the theoretical aspects of writing assessment, but none have focused as heavily as this book does on pragmatic classroom aspects of writing assessment. Further, no book to date has included an in-depth examination of the machine scoring of writing and its effects on second language writers. Crusan not only makes a compelling case for becoming knowledgeable about L2 writing assessment but offers the means to do so. Her highly accessible, thought-provoking presentation of the conceptual and practical dimensions of writing assessment, both for the classroom and on a larger scale, promises to engage readers who have previously found the technical detail of other works on assessment off-putting, as well as those who have had no previous exposure to the study of assessment at all.