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Virtual Reality A Complete Guide - 2019 Edition

Virtual Reality A Complete Guide - 2019 Edition PDF Author: Gerardus Blokdyk
Publisher: 5starcooks
ISBN: 9780655549611
Category :
Languages : en
Pages : 308

Book Description
How does the effectiveness of this enhancement compare to other approaches? Can virtual reality support vocational training? Which possibilities do augmented and virtual reality offer in psychotherapy? Virtual reality: what are the differences and similarities? What is the relationship between Augmented Reality (AR) and Virtual Reality (VR)? Defining, designing, creating, and implementing a process to solve a challenge or meet an objective is the most valuable role... In EVERY group, company, organization and department. Unless you are talking a one-time, single-use project, there should be a process. Whether that process is managed and implemented by humans, AI, or a combination of the two, it needs to be designed by someone with a complex enough perspective to ask the right questions. Someone capable of asking the right questions and step back and say, 'What are we really trying to accomplish here? And is there a different way to look at it?' This Self-Assessment empowers people to do just that - whether their title is entrepreneur, manager, consultant, (Vice-)President, CxO etc... - they are the people who rule the future. They are the person who asks the right questions to make Virtual reality investments work better. This Virtual reality All-Inclusive Self-Assessment enables You to be that person. All the tools you need to an in-depth Virtual reality Self-Assessment. Featuring 963 new and updated case-based questions, organized into seven core areas of process design, this Self-Assessment will help you identify areas in which Virtual reality improvements can be made. In using the questions you will be better able to: - diagnose Virtual reality projects, initiatives, organizations, businesses and processes using accepted diagnostic standards and practices - implement evidence-based best practice strategies aligned with overall goals - integrate recent advances in Virtual reality and process design strategies into practice according to best practice guidelines Using a Self-Assessment tool known as the Virtual reality Scorecard, you will develop a clear picture of which Virtual reality areas need attention. Your purchase includes access details to the Virtual reality self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows your organization exactly what to do next. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation - In-depth and specific Virtual reality Checklists - Project management checklists and templates to assist with implementation INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.

Virtual Reality A Complete Guide - 2019 Edition

Virtual Reality A Complete Guide - 2019 Edition PDF Author: Gerardus Blokdyk
Publisher: 5starcooks
ISBN: 9780655549611
Category :
Languages : en
Pages : 308

Book Description
How does the effectiveness of this enhancement compare to other approaches? Can virtual reality support vocational training? Which possibilities do augmented and virtual reality offer in psychotherapy? Virtual reality: what are the differences and similarities? What is the relationship between Augmented Reality (AR) and Virtual Reality (VR)? Defining, designing, creating, and implementing a process to solve a challenge or meet an objective is the most valuable role... In EVERY group, company, organization and department. Unless you are talking a one-time, single-use project, there should be a process. Whether that process is managed and implemented by humans, AI, or a combination of the two, it needs to be designed by someone with a complex enough perspective to ask the right questions. Someone capable of asking the right questions and step back and say, 'What are we really trying to accomplish here? And is there a different way to look at it?' This Self-Assessment empowers people to do just that - whether their title is entrepreneur, manager, consultant, (Vice-)President, CxO etc... - they are the people who rule the future. They are the person who asks the right questions to make Virtual reality investments work better. This Virtual reality All-Inclusive Self-Assessment enables You to be that person. All the tools you need to an in-depth Virtual reality Self-Assessment. Featuring 963 new and updated case-based questions, organized into seven core areas of process design, this Self-Assessment will help you identify areas in which Virtual reality improvements can be made. In using the questions you will be better able to: - diagnose Virtual reality projects, initiatives, organizations, businesses and processes using accepted diagnostic standards and practices - implement evidence-based best practice strategies aligned with overall goals - integrate recent advances in Virtual reality and process design strategies into practice according to best practice guidelines Using a Self-Assessment tool known as the Virtual reality Scorecard, you will develop a clear picture of which Virtual reality areas need attention. Your purchase includes access details to the Virtual reality self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows your organization exactly what to do next. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation - In-depth and specific Virtual reality Checklists - Project management checklists and templates to assist with implementation INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do PDF Author: Jeremy Bailenson
Publisher: W. W. Norton & Company
ISBN: 0393253708
Category : Computers
Languages : en
Pages : 217

Book Description
“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

Augmented And Virtual Reality A Complete Guide - 2019 Edition

Augmented And Virtual Reality A Complete Guide - 2019 Edition PDF Author: Gerardus Blokdyk
Publisher: 5starcooks
ISBN: 9780655835455
Category :
Languages : en
Pages : 308

Book Description
How can you improve Augmented and Virtual Reality? Which possibilities do augmented and virtual reality offer in psychotherapy? Is the Augmented and Virtual Reality test/monitoring cost justified? What is the scope of the Augmented and Virtual Reality effort? Is the Augmented and Virtual Reality scope manageable? This powerful Augmented And Virtual Reality self-assessment will make you the established Augmented And Virtual Reality domain expert by revealing just what you need to know to be fluent and ready for any Augmented And Virtual Reality challenge. How do I reduce the effort in the Augmented And Virtual Reality work to be done to get problems solved? How can I ensure that plans of action include every Augmented And Virtual Reality task and that every Augmented And Virtual Reality outcome is in place? How will I save time investigating strategic and tactical options and ensuring Augmented And Virtual Reality costs are low? How can I deliver tailored Augmented And Virtual Reality advice instantly with structured going-forward plans? There's no better guide through these mind-expanding questions than acclaimed best-selling author Gerard Blokdyk. Blokdyk ensures all Augmented And Virtual Reality essentials are covered, from every angle: the Augmented And Virtual Reality self-assessment shows succinctly and clearly that what needs to be clarified to organize the required activities and processes so that Augmented And Virtual Reality outcomes are achieved. Contains extensive criteria grounded in past and current successful projects and activities by experienced Augmented And Virtual Reality practitioners. Their mastery, combined with the easy elegance of the self-assessment, provides its superior value to you in knowing how to ensure the outcome of any efforts in Augmented And Virtual Reality are maximized with professional results. Your purchase includes access details to the Augmented And Virtual Reality self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows you exactly what to do next. Your exclusive instant access details can be found in your book. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation - In-depth and specific Augmented And Virtual Reality Checklists - Project management checklists and templates to assist with implementation INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.

The VR Book

The VR Book PDF Author: Jason Jerald
Publisher: Morgan & Claypool
ISBN: 1970001135
Category : Computers
Languages : en
Pages : 637

Book Description
This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.

Multimedia and Virtual Reality Engineering

Multimedia and Virtual Reality Engineering PDF Author: Richard Brice
Publisher: Butterworth-Heinemann
ISBN: 9780750629874
Category : Computers
Languages : en
Pages : 328

Book Description
This is the complete practical introduction to virtual reality and multimedia for those wishing to build systems. It covers the foundations and engineering needed to design and construct projects incorporating video, audio and textural elements and including the use of the latest hardware, to create an artificial world for education, information or entertainment. Production and authoring platforms are described, computer animation and hypertext are covered, but those looking for pages of software listings and computerspeak will be disappointed. This book is about the nuts and bolts: sound and video cards, head mounted displays, CrystalEyes glasses, other 3D glasses for entertainment, audio and video production, and realistic auditory and visual stimulation including stereoscopy. The creation of Cyberspace, and strategies to achieve a complete Cyberatmosphere are presented. Three-dimensional sound generation and video techniques that have never previously been published are revealed. This is the handbook for anyone working in the industry, or hoping to enter it. It also provides a guide for those hoping to 'cross-fertilise' the industry, coming from audio, video, computing or engineering backgrounds. A complete technical guide to MM and VR Includes a Hypertext edition of the book with added audio and graphics on CD Hardware, software, video and never before published 3D audio techniques covered

Practical Augmented Reality

Practical Augmented Reality PDF Author: Steve Aukstakalnis
Publisher: Addison-Wesley Professional
ISBN: 0134094352
Category : Computers
Languages : en
Pages : 595

Book Description
The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.

Virtual Reality Marketing

Virtual Reality Marketing PDF Author: Henry Stuart
Publisher: Kogan Page Publishers
ISBN: 0749482877
Category : Business & Economics
Languages : en
Pages : 225

Book Description
If a picture is worth a thousand words, then virtual reality (VR) is priceless. This book offers everything you need to know about the opportunities of VR for brands to better connect with consumers. VR is booming - by 2025, the industry is expected to become bigger than TV. Virtual Reality Marketing is a comprehensive exploration of all things VR, providing readers with everything they need to know about the current VR landscape, and the unprecedented opportunity it offers brands to create unique emotional connections with consumers. A truly practical guide, Virtual Reality Marketing covers all aspects of the industry, including interactive and passive VR, 360 video, social VR marketing, and the role that influencers and bloggers are set to play in its development. It also looks to the future - exploring how VR is evolving and the changes it will undergo in the future. Packed with fascinating case studies, tips and strategies, and written by a recognized industry expert who has facilitated VR coverage for major international brands including Facebook, Audi, Google and Mercedes F1, this book is the leading resource for any reader looking to incorporate VR in their own marketing campaigns.

Virtual Reality Technology

Virtual Reality Technology PDF Author: Grigore C. Burdea
Publisher: John Wiley & Sons
ISBN: 111948572X
Category : Computers
Languages : en
Pages : 644

Book 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.

Virtual Reality A Complete Guide - 2020 Edition

Virtual Reality A Complete Guide - 2020 Edition PDF Author: Gerardus Blokdyk
Publisher: 5starcooks
ISBN: 9781867401766
Category :
Languages : en
Pages : 298

Book Description
Does a Virtual-reality quantification method exist? Is the final output clearly identified? How do you control the overall costs of your work processes? Who are the key stakeholders for the Virtual-reality evaluation? How can you become more high-tech but still be high touch? This one-of-a-kind Virtual Reality self-assessment will make you the principal Virtual Reality domain veteran by revealing just what you need to know to be fluent and ready for any Virtual Reality challenge. How do I reduce the effort in the Virtual Reality work to be done to get problems solved? How can I ensure that plans of action include every Virtual Reality task and that every Virtual Reality outcome is in place? How will I save time investigating strategic and tactical options and ensuring Virtual Reality costs are low? How can I deliver tailored Virtual Reality advice instantly with structured going-forward plans? There's no better guide through these mind-expanding questions than acclaimed best-selling author Gerard Blokdyk. Blokdyk ensures all Virtual Reality essentials are covered, from every angle: the Virtual Reality self-assessment shows succinctly and clearly that what needs to be clarified to organize the required activities and processes so that Virtual Reality outcomes are achieved. Contains extensive criteria grounded in past and current successful projects and activities by experienced Virtual Reality practitioners. Their mastery, combined with the easy elegance of the self-assessment, provides its superior value to you in knowing how to ensure the outcome of any efforts in Virtual Reality are maximized with professional results. Your purchase includes access details to the Virtual Reality self-assessment dashboard download which gives you your dynamically prioritized projects-ready tool and shows you exactly what to do next. Your exclusive instant access details can be found in your book. You will receive the following contents with New and Updated specific criteria: - The latest quick edition of the book in PDF - The latest complete edition of the book in PDF, which criteria correspond to the criteria in... - The Self-Assessment Excel Dashboard - Example pre-filled Self-Assessment Excel Dashboard to get familiar with results generation - In-depth and specific Virtual Reality Checklists - Project management checklists and templates to assist with implementation INCLUDES LIFETIME SELF ASSESSMENT UPDATES Every self assessment comes with Lifetime Updates and Lifetime Free Updated Books. Lifetime Updates is an industry-first feature which allows you to receive verified self assessment updates, ensuring you always have the most accurate information at your fingertips.

Building Virtual Reality with Unity and Steam VR

Building Virtual Reality with Unity and Steam VR PDF Author: Jeff W Murray
Publisher: CRC Press
ISBN: 1315305453
Category : Computers
Languages : en
Pages : 428

Book Description
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 survival guide to VR and VR development for any reader. Author Bio: Jeff W. Murray has written two books: Game Development for iOS with Unity3D, C# Game Programming Cookbook for Unity3D, both published by CRC Press. In his game development career spanning over 14 years, he has worked with some of the world Murray Key features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better V.R. experiences. Develop V.R. applications with practical examples geared to work with both the Oculus Rift and HTC Vive, as well as open source virtual reality (OSVR) headsets like the HDK. Find out how to build both standing and seated experiences. Tips on optimizing performance with the Unity Profilers. Explore examples specifically for HTC Vive Controllers and picking up and throwing physics objects, including haptic feedback. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for V.R. based user interface design. Written by a games industry veteran who has been a V.R. developer since the first Oculus development kit.