Virtual Reality Gaming

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Publisher : Bellwether Media
ISBN 13 : 1648341365
Total Pages : 24 pages
Book Rating : 4.66/5 ( download)

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Book Synopsis Virtual Reality Gaming by : Betsy Rathburn

Download or read book Virtual Reality Gaming written by Betsy Rathburn and published by Bellwether Media. This book was released on 2021-01-01 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: Time to step into a new world! When you strap on a virtual reality headset, it will feel like you have! Virtual reality gaming uses new technology to give players an unforgettable experience. In this engaging title, striving readers will learn about the history and development of virtual reality gaming, including the hardware used, popular games, and more. A visual timeline highlights the history of VR gaming, while other features list top-selling games, profile a popular VR game, and more. Readers will love stepping into a new world with this high-interest title!

Ready Player One

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Publisher : Ballantine Books
ISBN 13 : 0307887456
Total Pages : 386 pages
Book Rating : 4.50/5 ( download)

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Book Synopsis Ready Player One by : Ernest Cline

Download or read book Ready Player One written by Ernest Cline and published by Ballantine Books. This book was released on 2011-08-16 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9

Using VR in Gaming

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Publisher : Cavendish Square Publishing, LLC
ISBN 13 : 1502645688
Total Pages : 80 pages
Book Rating : 4.85/5 ( download)

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Book Synopsis Using VR in Gaming by : Cathleen Small

Download or read book Using VR in Gaming written by Cathleen Small and published by Cavendish Square Publishing, LLC. This book was released on 2019-07-15 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.

Augmented Reality Game Development

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Publisher : Packt Publishing Ltd
ISBN 13 : 1787124525
Total Pages : 326 pages
Book Rating : 4.23/5 ( download)

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Book Synopsis Augmented Reality Game Development by : Micheal Lanham

Download or read book Augmented Reality Game Development written by Micheal Lanham and published by Packt Publishing Ltd. This book was released on 2017-01-20 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create your own augmented reality games from scratch with Unity 5 About This Book Create your own augmented reality game from scratch and join the virtual reality gaming revolution Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry Who This Book Is For This book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development. What You Will Learn Build a location-based augmented reality game called Foodie Go Animate a player's avatar on a map Use the mobile device's camera as a game background Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions Create basic UI elements for the game, inventory, menu, and settings Perform location and content searches against the Google Places API Enhance the game's mood by adding visual shader effects Extend the game by adding multiplayer networking and other enhancements In Detail The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. Style and approach This book shows you how to create every step of the game and gives practical examples.

Gaming Technology: Streaming, VR, and More

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Publisher : Gareth Stevens Publishing LLLP
ISBN 13 : 1538226383
Total Pages : 34 pages
Book Rating : 4.84/5 ( download)

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Book Synopsis Gaming Technology: Streaming, VR, and More by : John Wood

Download or read book Gaming Technology: Streaming, VR, and More written by John Wood and published by Gareth Stevens Publishing LLLP. This book was released on 2018-07-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.

Pygmalion's Spectacles

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Publisher : The Floating Press
ISBN 13 : 1775562980
Total Pages : 29 pages
Book Rating : 4.86/5 ( download)

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Book Synopsis Pygmalion's Spectacles by : Stanley G. Weinbaum

Download or read book Pygmalion's Spectacles written by Stanley G. Weinbaum and published by The Floating Press. This book was released on 2012-06-01 with total page 29 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sci-fi luminary Stanley G. Weinbaum first broke through with the hugely influential story "A Martian Odyssey," one of the first to depict an alien being in a somewhat sympathetic light. Written in 1935, the short tale "Pygmalion's Spectacles" is no less innovative: it centers around the implications of a technology that's surprisingly close to what we now call virtual reality.

Encyclopedia of Computer Graphics and Games

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Publisher : Springer Nature
ISBN 13 : 3031231619
Total Pages : 2150 pages
Book Rating : 4.12/5 ( download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Mastering Oculus Rift Development

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Publisher : Packt Publishing Ltd
ISBN 13 : 1786461781
Total Pages : 299 pages
Book Rating : 4.80/5 ( download)

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Book Synopsis Mastering Oculus Rift Development by : Jack Donovan

Download or read book Mastering Oculus Rift Development written by Jack Donovan and published by Packt Publishing Ltd. This book was released on 2017-02-06 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

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

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Publisher : W. W. Norton & Company
ISBN 13 : 0393253708
Total Pages : 320 pages
Book Rating : 4.02/5 ( download)

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Book Synopsis Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do by : Jeremy Bailenson

Download or read book Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do written by Jeremy Bailenson and published by W. W. Norton & Company. This book was released on 2018-01-30 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: “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.

Lady of Mazes

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Publisher : Macmillan
ISBN 13 : 146680758X
Total Pages : 413 pages
Book Rating : 4.87/5 ( download)

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Book Synopsis Lady of Mazes by : Karl Schroeder

Download or read book Lady of Mazes written by Karl Schroeder and published by Macmillan. This book was released on 2006-06-27 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: Author and professional futurist Karl Schroeder, whose novels Ventus and Permanence have established him as a groundbreaking visionary in hard science fiction, extends his imagination into Larry Niven territory, returning to the same distant future in which Ventus was set, but employing a broader canvas, to tell the story of Teven Coronal, a ringworld with a huge multiplicity of human civilizations. Brilliant but troubled Livia Kodaly is Teven's only hope against invaders both human and superhuman who would destroy its fragile ecologies and human diversity. Filled with action, ideas, and intellectual energy, Lady of Mazes is the hard SF novel of the year. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.