Oculus Rift in Action

Oculus Rift in Action
Author: Alex Benton,Karen Bryla,Brad Davis
Publsiher: Simon and Schuster
Total Pages: 624
Release: 2015-08-12
Genre: Computers
ISBN: 9781638353485

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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

Oculus Rift in Action

Oculus Rift in Action
Author: Bradley Austin Davis,Karen Bryla,Phillips Alexander Benton
Publsiher: Manning Publications
Total Pages: 440
Release: 2015-09-03
Genre: Computers
ISBN: 1617292192

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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

Mastering Oculus Rift Development

Mastering Oculus Rift Development
Author: Jack Donovan
Publsiher: Packt Publishing Ltd
Total Pages: 299
Release: 2017-02-06
Genre: Computers
ISBN: 9781786461780

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Explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects About This Book Create immersive 3D games especially designed for the Oculus Rift platform Build complex realistic virtual reality (VR) games with the Unity Engine Create striking VR environments with advanced graphical techniques Who This Book Is For This book is for aspiring indie developers and VR enthusiasts who want to bring their ideas into virtual reality with a new platform that provides an unprecedented level of realism and immersion. What You Will Learn Increase immersion with 3D audio and intuitive interfaces Create group VR experiences using multi-player networking Design fun and engaging mechanics that utilize VR principles Explore the best ways to navigate and interact using the Oculus Rift Design intuitive ways to navigate and interact with scenes in VR Add stunning realism to a scene with three-dimensional audio Invent mechanics and features that take full advantage of VR hardware In Detail Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you'll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you'll have everything you need to bring your ideas into a new reality. Style and approach This book takes a step-by-step tutorial approach with illustrative examples to help you implement the projects on your own. The book lets you first get to grips with the Oculus SDK and then moves on to the Unity Engine to add realistic graphics and features in your games.

ECEL 2018 17th European Conference on e Learning

ECEL 2018 17th European Conference on e Learning
Author: Anonim
Publsiher: Academic Conferences and publishing limited
Total Pages: 135
Release: 2018-11-01
Genre: Electronic Book
ISBN: 9781912764082

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The European Conference on e-Learning was established 17 years ago. It has been held in France, Portugal, England, The Netherlands, Greece and Denmark to mention only a few of the countries who have hosted it. ECEL is generally attended by participants from more than 40 countries and attracts an interesting combination of academic scholars, practitioners and individuals who are engaged in various aspects of e-Learning. Among other journals, the Electronic Journal of e-Learning publishes a special edition of the best papers presented at this conference.

Look Who s Watching

Look Who s Watching
Author: Fen Osler Hampson,Eric Jardine
Publsiher: McGill-Queen's Press - MQUP
Total Pages: 364
Release: 2016
Genre: Internet
ISBN: 9781928096191

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The Internet ecosystem is held together by a surprisingly intangible glue -- trust. To meet its full potential, users need to trust that the Internet works reliably and efficiently when providing them with the information they are seeking, while also being secure, private and safe. When trust in the Internet wanes, the network's stock of "digital social capital" falls and users begin to alter their online behaviour. These often subtle changes in behaviour tend to be collectively highly maladaptive, hindering the economic, developmental and innovative potential of the globe-spanning network of networks. Look Who's Watching: Surveillance, Treachery and Trust Online confirms in vivid detail that the trust placed by users in the Internet is increasingly misplaced. Edward Snowden's revelations that the United States National Security Agency and other government agencies are spying on Internet users, the proliferation of cybercrime and the growing commodification of user data and regulatory changes -- which threaten to fragment the system -- are all rapidly eroding the confidence users have in the Internet ecosystem. Based on a combination of illustrative anecdotal evidence and analysis of new survey data, Look Who's Watching clearly demonstrates why trust matters, how it is being eroded and how, with care and deliberate policy action, the essential glue of the Internet can be restored.

Independent Videogames

Independent Videogames
Author: Paolo Ruffino
Publsiher: Routledge
Total Pages: 270
Release: 2020-10-07
Genre: Design
ISBN: 9781000201154

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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

Transdisciplinary Perspectives on Risk Management and Cyber Intelligence

Transdisciplinary Perspectives on Risk Management and Cyber Intelligence
Author: Dall'Acqua, Luisa,Gironacci, Irene Maria
Publsiher: IGI Global
Total Pages: 273
Release: 2020-08-28
Genre: Computers
ISBN: 9781799843405

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The emergence of artificial intelligence has created a vast amount of advancements within various professional sectors and has transformed the way organizations conduct themselves. The implementation of intelligent systems has assisted with developing traditional processes including decision making, risk management, and security. An area that requires significant attention and research is how these companies are becoming accustomed to computer intelligence and applying this technology to their everyday practices. Transdisciplinary Perspectives on Risk Management and Cyber Intelligence is a pivotal reference source that provides vital research on the application of intelligent systems within various professional sectors as well as the exploration of theories and empirical findings. While highlighting topics such as decision making, cognitive science, and knowledge management, this publication explores the management of risk and uncertainty using training exercises, as well as the development of managerial intelligence competency. This book is ideally designed for practitioners, educators, researchers, policymakers, managers, developers, analysts, politicians, and students seeking current research on modern approaches to the analysis and performance of cyber intelligence.

Learning Virtual Reality

Learning Virtual Reality
Author: Tony Parisi
Publsiher: "O'Reilly Media, Inc."
Total Pages: 172
Release: 2015-10-26
Genre: Computers
ISBN: 9781491922781

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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