You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
The golden age of virtual reality is here; take the first step into V.R. programming and development with Jeff W. MurrayBuilding Virtual Reality with Unity and SteamVR. Murray explores some of the topical issues surrounding virtual reality; including V.R. sickness, telepresence, performance issues and practical ways to diminish these detrimental effects to make a more comprehensive experience. Building Virtual Reality also grants readers a hands-on approach with the Unity game engine and programming. The example projects and sample C# code found in the text are compatible with all SteamVR supported virtual reality head mounted displays that are currently available. This text is the essential...
This book takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, the book and its example code is compatible with the main virtual reality head mounted displays currently available. The book also looks at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, providing practical ways to reduce their impact to make better VR experiences. Key Features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better V.R. experiences Practical examples geared to work with any headset compatible with SteamVR, including Oculus...
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows sele...
This book constitutes the refereed proceedings of the 4th International Conference on Innovative Technologies and Learning, ICITL 2021, held in November/December 2021. Due to COVID-19 pandemic the conference was held virtually. The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmented, Virtual and Mixed Reality in Education; Computational Thinking in Education; Design Framework and Model for Innovative learning; Education Practice Issues and Trends; Educational Gamification and Game-based Learning; Innovative Technologies and Pedagogies Enhanced Learning; Multimedia Technology Enhanced Learning; Online Course and Web-Based Environment; and Science, Technology, Engineering, Arts and Design, and Mathematics.
Practical considerations for digital designers as they transition from 2D to 3D, along with a quick summary of the VR marketplace.
Das Forum Bauinformatik steht unter dem Motto „von jungen Forschenden für junge Forschende“. Es bietet jungen Wissenschaftlerinnen und Wissenschaftlern sowie interessierten Studierenden die Möglichkeit, ihre Forschungsarbeiten zu präsentieren, Problemstellungen fachspezifisch zu diskutieren und sich ganz allgemein über den neusten Stand der Forschung zu informieren. Zudem ergibt sich dadurch eine ausgezeichnete Gelegenheit, in die wissenschaftliche Gemeinschaft im Bereich der Bauinformatik einzusteigen und Kontakte zu anderen Forschenden zu knüpfen. According to the motto “from young researchers for young researchers” the Forum Bauinformatik offers researchers as well as interested undergraduates the opportunity to present their research work, to discuss discipline-specific problems and to catch up to the current state in research. Furthermore, it gives an excellent chance to get in touch with the scientific community in the field of Computing in Civil Engineering and socialize with other researchers
This book focuses on reservoir surveillance and management, reservoir evaluation and dynamic description, reservoir production stimulation and EOR, ultra-tight reservoir, unconventional oil and gas resources technology, oil and gas well production testing, and geomechanics. This book is a compilation of selected papers from the 11th International Field Exploration and Development Conference (IFEDC 2021). The conference not only provides a platform to exchanges experience, but also promotes the development of scientific research in oil & gas exploration and production. The main audience for the work includes reservoir engineer, geological engineer, enterprise managers, senior engineers as well as professional students.
Unlock your creativity with this part-color guide to VR projects in Unity, crafting immersive games, refining VR experiences, and leading XR development Key Features Understand the fundamentals and build a solid foundation in XR development Develop technical skills for building VR experiences in Unity, including assets, GameObjects, scripts, and components Create engaging and innovative virtual reality projects using the Unity game engine Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionVirtual reality (VR) has emerged as one of the most transformative mediums of the 21st century, finding applications in various industries, including gaming, entertainment, and e...
This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.
For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual Reality in Higher Education is a cutting-edge academic research book that provides comprehensive research on the in...