Multimedia

VR Tutorials, Books & Guides

  Welcome   ASP   CGI +
Perl
  How To   HTML +
Web Design
  Java   JavaScript   Multimedia
+ Graphics
  PHP   Remotely
Hosted
  Website
Templates
 
 
   
Menu
 
Multimedia Home

Books, Guides, Tutorials
  Adobe GoLive
  Adobe PageMill
  Authorware
  Director
  Fireworks
  Flash
  Graphics
  Latex
  MP3
  QuickTime
  Video
  VR

Software, Graphics, etc.
  Audio
  Flash
  Graphics
    3D
    Animation
    CAD
    Clip Art
    Home Publishing
    Illustration
    Image Capture
    Photo Editing
    Professional Design
 


Related Sites
 
Adobe Dreamweaver Software

Dreamweaver Tutorials

SEO Tools

Web Design Software
 

Bluehost.com Web Hosting $6.95

Advert
 
Discover How To Capture Hidden Profits!
Increase sales dramatically, lower costs, build lasting customer relationships, and increase your web profits!
FREE Test Drive!

 
     
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.

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
List Price: $28.95*
Lowest New Price: $14.49*
Lowest Used Price: $6.95*
Usually ships in 24 hours*
*(As of 22:12 Pacific 19 Mar 2019 More Info)


Click Here
Product Description:

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.

Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile

By Tony Parisi

O Reilly Media
Paperback (172 pages)

Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile
List Price: $29.99*
Lowest New Price: $21.50*
Lowest Used Price: $15.00*
Usually ships in 24 hours*
*(As of 22:12 Pacific 19 Mar 2019 More Info)


Click Here
  • 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

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
List Price: $27.99*
Lowest New Price: $6.54*
Lowest Used Price: $10.63*
Usually ships in 24 hours*
*(As of 22:12 Pacific 19 Mar 2019 More Info)


Click Here
Product Description:

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 (Gamer Girls Book 3)

By Kitty Cox

Spotted Horse Productions
Released: 2018-12-19
Kindle Edition (397 pages)

Virtual Reality (Gamer Girls Book 3)
 
Product Description:
Online, you can be anyone you want. If only real life was that simple.

Kate's determined to learn how to be an independent woman. For too long, she's let herself be pushed around - sometimes literally - by men. For the first time in her life, she finally has control of her own decisions.

Too bad it's never that easy.

Her goals are simple: get a job and build a life she can be proud of. That's it. The problem is that no matter how much she tells herself she's better off alone, she can't help but feel something for the deep voice she talks to every night in her favorite game. Knowing he lives on the other side of town isn't helping. It wouldn't take much to fall for this guy. He's perfect.

So is the man who works across the hall.

He's not her boss. He just owns the company she works for. Not only is he rich, charming, and sexy, he's also real, unlike her gamer guy - and for some reason, he's taken an interest in her. But falling for him would be a bad idea. After all, they work together. Still, no girl in her right mind would refuse someone who looks that good in a suit.

But she's not the only one with secrets.

Some things are supposed to remain online, yet when her job sends her to a gaming convention to represent the company, she knows it won't stay that way. Secrets are about to come out. Unfortunately, the ones that will hurt the most aren't hers.



The Gamer Girls series features strong women and the men who love them. Contains graphic language and situations that are suitable for a mature audience. This book is a standalone novel which moves forward a larger story. TRIGGER WARNING: discussions of rape and assault, domestic violence, addiction, suicidal tendencies, phobias, bullying, cyber harassment, violence, and more.

Storytelling for Virtual Reality

By John Bucher

Routledge
Released: 2017-07-14
Paperback (346 pages)

Storytelling for Virtual Reality
List Price: $46.95*
Lowest New Price: $40.54*
Lowest Used Price: $35.51*
Usually ships in 24 hours*
*(As of 22:12 Pacific 19 Mar 2019 More Info)


Click Here
Product Description:

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

Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms

By Jaime Donally

International Society for Technology in Education
Paperback (124 pages)

Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms
List Price: $29.95*
Lowest New Price: $21.37*
Lowest Used Price: $24.03*
Usually ships in 24 hours*
*(As of 22:12 Pacific 19 Mar 2019 More Info)


Click Here
Product Description:
Teachers nationwide are adopting immersive technology ― devices and software that provide augmented, virtual and mixed reality experiences ― to enable students to go on virtual field trips, manipulate 3D objects and augment the world around them. Immersive technology resources can be far less costly than many believe, but there are issues school districts should resolve before making purchases and implementing this technology.

Learning Transported provides practical insights and classroom examples to help educators plan and establish goals so that their investment in immersive technology benefits the greatest number of students. Topics covered include definitions and examples of augmented, virtual and mixed reality; comparison of devices and platforms, and tips for selecting the best one; lesson plans mapped to standards and content areas and ideas for using immersive technology tools in the classroom.

Immersive technology has great potential to transform learning and create engaging experiences for students. Before bringing it to the classroom, educators must consider the most important factors: that the instruction addresses student outcomes and standards, and that the mechanism for delivering this learning (no matter the device) is safe, affordable and suitable for the situation.

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
List Price: $14.99*
Lowest New Price: $14.99*
Lowest Used Price: $18.81*
Usually ships in 24 hours*
*(As of 22:12 Pacific 19 Mar 2019 More Info)


Click Here
Product Description:
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.

Crafting Stories for Virtual Reality

By Melissa Bosworth

Routledge
Released: 2018-11-07
Paperback (270 pages)

Crafting Stories for Virtual Reality
List Price: $39.95*
Lowest New Price: $30.99*
Lowest Used Price: $39.14*
Usually ships in 24 hours*
*(As of 22:12 Pacific 19 Mar 2019 More Info)


Click Here
Product Description:
We are witnessing a revolution in storytelling. Publications all over the world are increasingly using immersive storytelling―virtual reality, augmented reality and mixed reality―to tell compelling stories. The aim of this book is to distill the lessons learned thus far into a useful guide for reporters, filmmakers and writers interested in telling stories in this emerging medium. Examining ground-breaking work across industries, this text explains, in practical terms, how storytellers can create their own powerful immersive experiences as new media and platforms emerge.

Table of Contents:

Introduction: Evolution of Media: Where Are We Now? 

Section I: Context 
1 Why Tell Immersive Stories? 
2 Pivot Point Section 

II: Immersive Media and Storytelling Styles 

3 Immersive Narratives and News 
Clouds over Sidra 
Climbing Giants 
We Who Remain 
Limbo 
The Occupation of Alcatraz 
Euronews 
VRtually There 

4 Walk-Around Virtual Reality 
Kiya 
After Solitary 
Suite Life 
Displaced Witness 

5 Immersive Interactives 

Discovering Gale Crater 
Is the Nasdaq in Another Bubble? 
Testimony 
UTurn 
Blackout 

6 Mixed-Media Packages 

Stand at the Edge of Geologic Time 
Overheard 
The Call Center 
Capturing Everest 
Hell and High Water 
The Wall 

7 Augmented Reality and Mixed Reality 
Priya Shakti 
Optimism 
Outthink Hidden 
New Dimensions in Testimony
 Hello, We're from the Internet 
Olympians in AR 
Terminal 3 

8: Immersive Audio 
Hallelujah VR 
Reeps One: Does Not Exist 
Designing Audio for Games 

Section III: Bringing It All Together 

9 Storytelling without Close-Ups: The Big Picture 

10 Viewing Mode, Form and Content: Best Practices 
11 Additional Features and Emerging Technology 
12 Immersive Media and News 
13 The State of Platforms and Publishing 
14 Looking Forward 

Glossary 
Index

The VR Book: Human-Centered Design for Virtual Reality

By Jason Jerald

Association for Computing Machinery and Morgan & Claypool Publishers
Released: 2016-08-05
Kindle Edition (637 pages)

The VR Book: Human-Centered Design for Virtual Reality
 
Product Description:
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.

Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition

By Jonathan Linowes

Packt Publishing - ebooks Account
Released: 2018-05-24
Paperback (232 pages)

Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition
List Price: $49.99*
Lowest New Price: $47.90*
Lowest Used Price: $38.38*
Usually ships in 24 hours*
*(As of 22:12 Pacific 19 Mar 2019 More Info)


Click Here
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

 
 
 
CoffeeCup Software

 
 
Contact Us     Privacy     Terms Of Use     Advertising/Endorsements Disclosures

Copyright © 2005-2018, Answers 2000 Limited

With any business, it is up to the individual owner of said business to ensure the success of the business. You may make more or less than any sample figures or results that might be quoted on our web sites or other publications. All business involves risk, and many businesses do not succeed. Further, Answers 2000 Limited does NOT represent that any particular individual or business is typical, or that any results or experiences achieved by any particular individual/business is necessarily typical.

Disclosure: Our company's websites' content (including this website's content) includes advertisements for our own company's websites, products, and services, and for other organization's websites, products, and services. In the case of links to other organization's websites, our company may receive a payment, (1) if you purchase products or services, or (2) if you sign-up for third party offers, after following links from this website. Unless specifically otherwise stated, information about other organization's products and services, is based on information provided by that organization, the product/service vendor, and/or publicly available information - and should not be taken to mean that we have used the product/service in question. Additionally, our company's websites contain some adverts which we are paid to display, but whose content is not selected by us, such as Google AdSense ads. For more detailed information, please see Advertising/Endorsements Disclosures

Our sites use cookies, some of which may already be set on your computer. Use of our site constitutes consent for this. For details, please see Privacy.

Click privacy for information about our company's privacy, data collection and data retention policies, and your rights.
 
 
  In Association With Amazon.com
Answers 2000 Limited is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com.
In Association With Amazon.co.uk
Answers 2000 Limited is a participant in the Amazon EU Associates Programme, an affiliate advertising programme designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.co.uk.
As an Amazon Associate, our company earns from qualifying purchases. Amazon, the Amazon logo, Endless, and the Endless logo are trademarks of Amazon.com, Inc. or its affiliates.

CERTAIN CONTENT THAT APPEARS ON THIS SITE COMES FROM AMAZON SERVICES LLC. THIS CONTENT IS PROVIDED 'AS IS' AND IS SUBJECT TO CHANGE OR REMOVAL AT ANY TIME.
CERTAIN CONTENT THAT APPEARS ON THIS SITE,COMES FROM AMAZON EU S. r.l. THIS CONTENT IS PROVIDED \'AS IS\' AND IS SUBJECT TO CHANGE OR REMOVAL AT ANY TIME.
All trademarks are property of their respective owners.
All third party content and adverts are copyright of their respective owners.

Some graphics on our web sites are Copyright (C) 1997-2000 Hemera Technologies Inc., and used under license. All such pictures are provided for viewing purposes only and are not to be saved or downloaded. All such pictures of recognizable individuals are models and used for illustrative purposes only, and not meant to imply any association or endorsement of said individual with any product or service.