Oculus Rift In Action
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Oculus Rift In Action
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Author : Alex Benton
language : en
Publisher: Simon and Schuster
Release Date : 2015-08-12
Oculus Rift In Action written by Alex Benton and has been published by Simon and Schuster this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-12 with Computers categories.
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
Virtual And Augmented Reality Methods In Neuroscience And Neuropathology
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Author : Valerio Rizzo
language : en
Publisher: Frontiers Media SA
Release Date : 2020-12-30
Virtual And Augmented Reality Methods In Neuroscience And Neuropathology written by Valerio Rizzo and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-30 with Science categories.
This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact.
Image Action Space
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Author : Luisa Feiersinger
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2018-10-08
Image Action Space written by Luisa Feiersinger and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-10-08 with Art categories.
Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user’s action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users’ action and perception.
Smart Technology
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Author : Francisco Torres Guerrero
language : en
Publisher: Springer
Release Date : 2018-03-19
Smart Technology written by Francisco Torres Guerrero and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-19 with Computers categories.
This book constitutes the refereed proceedings of the First International Conference on Smart Technology, MTYMEX 2017, held in Monterrey, Mexico, in May 2017. The 19 full papers were selected from 30 submissions and cover smart technologies for education, health, robotics, internet of things, virtual augmented and mixed reality technologies, artificial intelligence, gaming, software development, and digital arts.
Learning And Collaboration Technologies Human And Technology Ecosystems
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Author : Panayiotis Zaphiris
language : en
Publisher: Springer Nature
Release Date : 2020-07-10
Learning And Collaboration Technologies Human And Technology Ecosystems written by Panayiotis Zaphiris and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-07-10 with Computers categories.
This two-volume set LNCS 12205 and LNCS 12206 constitutes the proceedings of the 7th International Conference on Learning and Collaboration Technologies, LCT 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The total of 1439 papers and 238 posters included in the 37 HCII 2020 proceedings volumes was carefully reviewed and selected from 6326 submissions. The papers in this volume are organized in the following topical sections: communication and conversation in learning; cognition, emotions and learning; games and gamification in learning; VR, robot and IoT in learning; and collaboration technology and collaborative learning. As a result of the Danish Government's announcement, dated April 21, 2020, to ban all large events (above 500 participants) until September 1, 2020, the HCII 2020 conference was held virtually.
Advances In Computer Graphics
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Author : Nadia Magnenat-Thalmann
language : en
Publisher: Springer Nature
Release Date : 2025-03-01
Advances In Computer Graphics written by Nadia Magnenat-Thalmann and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-03-01 with Computers categories.
The three-volume set LNCS 15338, 15339 and 15340 constitutes the refereed proceedings from the 41st Computer Graphics International Conference, CGI 2024, held during July 1–5, 2024, in Geneva, Switzerland. The 84 full papers presented in these proceedings were carefully reviewed and selected from 211 submissions. The papers are organized in the following topical sections: Part I: Colors, painting and layout; detection and recognition; image analysis and processing; image restoration and enhancement; and visual analytics and modeling. Part II: Graphics and VR/AR; reconstruction; rendering and animation; and theoretical analysis. Part III: Image analysis and visualization; image attention and perception; medical imaging and robotics; synthesis and generation; and empowering novel geometric algebra for graphics & engineering workshop.
A History Of Sports Video Games
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Author : Lu Zhouxiang
language : en
Publisher: Taylor & Francis
Release Date : 2024-12-09
A History Of Sports Video Games written by Lu Zhouxiang and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-12-09 with History categories.
This book explores the history of sports and sports-themed video games, providing a comprehensive and holistic view of this complex and diverse genre. The author highlights the influence of technological advancement, industry competition and popular culture on game design, marketing strategies and user experience. Offering valuable insights into the historical process of interaction and integration between real-world sport and video games, this volume will enrich existing scholarship on video games. This volume is a valuable contribution to the fields of both game studies and sports studies, and will be perfect for those interested in the history of science and technology as well as social and cultural history.
Communication Technology Update And Fundamentals
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Author : August E. Grant
language : en
Publisher: CRC Press
Release Date : 2014-08-07
Communication Technology Update And Fundamentals written by August E. Grant and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-08-07 with Computers categories.
A classic now in its 14th edition, Communication Technology Update and Fundamentals is the single best resource for students and professionals looking to brush up on how these technologies have developed, grown, and converged, as well as what’s in store for the future. It begins by developing the communication technology framework—the history, ecosystem, and structure—then delves into each type of technology, including everything from mass media, to computers and consumer electronics, to networking technologies. Each chapter is written by faculty and industry experts who provide snapshots of the state of each individual field, altogether providing a broad overview of the role communication technologies play in our everyday lives. Key features: Gives students and professionals the latest information in all areas of communication technology The companion website offers updated information and useful links to related industry resources, and an instructor site provides a sample syllabus and a test bank This edition features new chapters on automotive telematics, digital health, and telepresence, as well as expanded coverage of tablets/phablets and 4K (ultra high definition television)
Digital Vs Human
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Author : Richard Watson
language : en
Publisher: Scribe Publications
Release Date : 2016-04-14
Digital Vs Human written by Richard Watson and has been published by Scribe Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-14 with Social Science categories.
From the author of the international bestseller Future Files comes the one book you need to read to prepare for the world of tomorrow. On most measures that matter, we’ve never had it so good. Physically, life for humankind has improved immeasurably over the last fifty years. Yet there is a crisis of progress slowly spreading across the world. Perhaps this is due to a failure of vision; in the 1960s we dreamed of flying cars and moon hotels; today what we’ve ended up with are status updates and cat videos. To a large degree, the history of the next fifty years will be about the relationship between people and technologies created by a tiny handful of designers and developers. These inventions will undoubtedly change our lives, but the question is, to what end? What do we want these technologies to achieve on our behalf? What are they capable of, and — as they transform the media, the economy, healthcare, education, work, and the home — what kind of lives do we want to lead? Richard Watson hereby extends an exuberant invitation for us to think deeply about the world of today and envision what kind of world we wish to create in the future. In a fascinating and accessible way, Digital vs Human examines the possible effects of technology on every area of our lives. PRAISE FOR RICHARD WATSON ‘A well-argued salvo in a social dialogue that needs to be constant, because the future is already here.’ Cosmos
Game Studies Im Paradigma Virtueller Realit T
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Author : Felix Hanser
language : de
Publisher: GRIN Verlag
Release Date : 2016-01-25
Game Studies Im Paradigma Virtueller Realit T written by Felix Hanser and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-25 with Language Arts & Disciplines categories.
Masterarbeit aus dem Jahr 2015 im Fachbereich Informatik - Games Engineering, Note: 1,7, Universität Mannheim (Medien- und Kommunikationswissenschaft), Veranstaltung: Abschlussarbeit des Studiengangs Medien- und Kommunikationswissenschaft (Master of Arts), Sprache: Deutsch, Abstract: Die Computertechnologie Virtual Reality (VR) steht kurz vor ihrer Kommerzialisierung und verspricht die alltägliche Verfügbarkeit einer neuartigen Medienerfahrung, die es erlaubt, sich mithilfe neuer Displaytechnik und der sensorischen Verfolgung von Nutzerbewegungen auf realistische Weise in einer virtuellen Umgebung zu bewegen. In diesem Zusammenhang erfahren in jüngster Zeit kommerzielle Datenbrillen bzw. VR-Brillen (Head-Mounted Display, kurz: HMD) öffentliche Aufmerksamkeit. Mediengeschichtlich betrachtet, handelt es sich um die Einführung einer neuen Mediengattung, deren global-gesellschaftlichen Auswirkungen zwar theoretisch von verschiedenen Wissenschaftlern beschworen werden (vgl. Bühl, 2000; Faßler, 2008), aber empirisch erst noch explizit erforscht werden müssen. Theoretisch ist beispielsweise die Rede davon, dass sich in den kommenden Jahren durch VR-Technologie der „technologische Kern unserer Gesellschaft“ (Bühl, 2000: 17) erneut verändern wird. Im Allgemeinen wird in dieser Abschlussarbeit ein Teil dieses sich anbahnenden sozialen Wandels durch die gesellschaftliche Institutionalisierung von Virtual Reality-Technologie als potenzielles Massenmedium aus der Perspektive der Medien- und Kommunikationswissenschaft untersucht. Genauer leistet die Abschlussarbeit einen ersten, an zeitgenössischer Erfahrung orientierten Beitrag dazu, diese neue Medienform anhand ihrer gegenwärtig öffentlich bzw. kommerziell verfügbaren Medieninhalte zu untersuchen und davon ausgehend mögliche Ausgestaltungen der weiterführenden Etablierung dieser Medientechnologie aufzeigen. Dazu werden veröffentlichte Inhalte in Form von Softwareangeboten für die Oculus Rift VR, eine der ersten kommerziellen VR-Brillen, untersucht. Genauer sollen anhand veröffentlichter Inhalte die Möglichkeiten und Grenzen des Erzählens, der Narrativität, kommerzieller VR-Technik erforscht und Rückschlüsse auf Virtual Reality als potenzielles Unterhaltungsmedium ermöglicht werden. Im Besonderen werden hier die noch nicht konventionalisierten inhaltlichen und gestalterischen Spezifikationen aus einer erzähltheoretischen Perspektive untersucht, welche sich mit einer, der Gegenstandsangemessenheit geschuldeten, transdisziplinären Theorieauswahl bedient. Eine explorative Online-Befragung zur Nutzung und Rezeption von VR-Inhalten für die Oculus Rift (DK2) bildet dabei eine empirische Grundlage der am Medieninhalt orientierten Studie.