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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:



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.

Infinite Reality: The Hidden Blueprint of Our Virtual Lives (P.S.)

By Jim Blascovich

William Morrow Paperbacks
Released: 2012-02-14
Paperback (320 pages)

Infinite Reality: The Hidden Blueprint of Our Virtual Lives (P.S.)
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Product Description:

Can our brains recognize where "reality" ends and "virtual" begins? Where will technology lead us in five, fifty, or five hundred years? An unrivaled guide to our digital future that has been cited by the Supreme Court, Infinite Reality is a mind-bending "journey through the virtual universe" (Wall Street Journal). Jim Blascovich and Jeremy Bailenson, two pioneering authorities, explore the profound potential of emerging technologies and reveal how our brains behave in digital worlds.

Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society

By Howard Rheingold

Simon & Schuster
Released: 1992-08-15
Paperback (416 pages)

Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society
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Imagine being able to "walk" into your computer and interact with any program you create. It sounds like science fiction, but it's science fact. Surgeons now rehearse operations on computer-generated "virtual" patients, and architects "walk through" virtual buildings while the actual structures are still in blueprints. In Virtual Reality, Howard Rheingold takes us to the front lines of this revolutionary new technology that creates computer-generated worlds complete with the sensations of touch and motion, and explores its impact on everything from entertainment to particle physics.

Virtual Reality

By Joey W. Hill

Ellora's Cave
Paperback (240 pages)

Virtual Reality
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  • ISBN13: 9781419951848
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Product Description:
Mark is a reclusive Dominant who confines his sexual interests strictly to the online world. On his routine afternoon ferry ride, he meets a woman who rouses the Master in him, and the line snaps between the virtual and real worlds. She begs for him to take her over, and bring them both fulfillment and healing. He wants to refuse her but he finds himself agreeing to spend one day with her. It is a mistake, because the anger he holds inside is fully capable of destroying a soul as rare and beautiful as Nicole's. But no Master, not even one as strong and disciplined as Mark, can resist the offer of a submissive who wants only one thing-to be his forever.

Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics)

By William R. Sherman

Morgan Kaufmann
Hardcover (608 pages)

Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics)
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Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.


By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies.

* Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom.
* Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems.
* Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system.

Developing Virtual Reality Applications: Foundations of Effective Design

By Alan B. Craig & Jeffrey D. Will

Morgan Kaufmann
Hardcover (448 pages)

Developing Virtual Reality Applications: Foundations of Effective Design
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Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.

An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field.




  • Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest!

  • Development techniques are cross referenced between different application areas, providing fundamental best practices!

  • Includes a media-rich companion website with hours of footage from application demonstrations

Virtual Reality Technology, Second Edition with CD-ROM

By Grigore C. Burdea

Wiley-IEEE Press
Hardcover (464 pages)

Virtual Reality Technology, Second Edition with CD-ROM
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Product Description:
A groundbreaking Virtual Reality textbook is now even better

Virtual reality is a very powerful and compelling computer application by which humans can interface and interact with computer-generated environments in a way that mimics real life and engages all the 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 the subject of virtual reality provides updated and expanded coverage of the technology—where it originated, how it has evolved, and where it is going. The authors cover all of the latest innovations and applications that are making virtual reality more important than ever before, including:

  • Coverage on 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
  • 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 Laboratory Manual with homework and programming assignments. The accompanying CD-ROM also contains video clips that reinforce the topics covered in the textbook. The Second Edition will serve as a state-of-the-art resource for both graduate and undergraduate students in engineering, computer science, and other disciplines.

GRIGORE C. BURDEA is a professor at Rutgers-the State University of New Jersey, and author of the book Force and Touch Feedback for Virtual Reality, also published by Wiley.

PHILIPPE COIFFET is a Director of Research at CNRS (French National Scientific Research Center) and Member of the National Academy of Technologies of France. He authored 20 books on Robotics and VR translated into several languages.

An Instructor's Manual presenting detailed solutions to all the problems in the book is available from the author's website. http://www.caip.rutgers.edu/vrtechnology/

Spatial Augmented Reality: Merging Real and Virtual Worlds

By Oliver Bimber

A K Peters, Ltd.
Released: 2005-07-31
Hardcover (392 pages)

Spatial Augmented Reality: Merging Real and Virtual Worlds
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Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays.

In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques in order to embed synthetic supplements into the real environment or into a live video of the real environment. Special Features Comprehensive overview Detailed mathematical equations

Code fragments

Implementation instructions

Examples of Spatial AR displays

Virtual Reality

By Darren G. Burton

Released: 2010-10-15
Kindle Edition

Virtual Reality
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Product Description:
In this short story aimed at younger readers, brother and sister Josh and Sonya are playing their favorite computer game. When lightning strikes the house they find themselves plunged into the game's virtual realm, only now it's all for real. In order to escape and return to the normal lives, they must first defeat the Dungeon Master.

The Metaphysics of Virtual Reality

By Michael Heim

Oxford University Press, USA
Paperback (208 pages)

The Metaphysics of Virtual Reality
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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.

Designing Virtual Reality Systems: The Structured Approach

By Gerard Kim

Springer
Paperback (243 pages)

Designing Virtual Reality Systems: The Structured Approach
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  • ISBN13: 9781852339586
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Product Description:
Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting. This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided. Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.

 
 
 
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