Learning Web-based Virtual Reality

Build and Deploy Web-based Virtual Reality Technology

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Author: Srushtika Neelakantam,Tanay Pant

Publisher: Apress

ISBN: 1484227107

Category: Computers

Page: 83

View: 7139

Create web-based VR applications and deploy them to GitHub pages with this short, practical tutorial crammed with hands-on examples. This book covers topics such as VR, the WebVR API, and A-Frame. In Learning Web-based Virtual Reality, you will build a number of 3D VR-based applications. In these apps, you will be able to test the VR environments, walk through the virtual world, interact with the objects, and perceive these virtual realities with the help of Google Cardboard. By the end of the book, you will have a complete understanding of what WebVR is, knowledge of what VR devices are available, and the requirements to start working on WebVR. You will also be comfortable in using A-Frame and its various components to build your own VR projects. What You Will Learn Experience WebVR, the WebVR API, and WebVR libraries Make use of various pieces of VR hardware See popular WebVR projects Use A-Frame to build your own WebVR projects Who This Book Is For Developers who want to build and deploy web-based virtual reality technology. Understanding of HTML5, JavaScript, and CSS is required.

Learning Virtual Reality

Developing Immersive Experiences and Applications for Desktop, Web, and Mobile

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Author: Tony Parisi

Publisher: "O'Reilly Media, Inc."

ISBN: 149192280X

Category: COMPUTERS

Page: 166

View: 9514

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

Innovative Techniques in Instruction Technology, E-learning, E-assessment and Education

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Author: Magued Iskander

Publisher: Springer Science & Business Media

ISBN: 140208739X

Category: Computers

Page: 601

View: 3309

Innovative Techniques in Instruction Technology, E-Learning, E-Assessment and Education is a collection of world-class paper articles addressing the following topics: (1) E-Learning including development of courses and systems for technical and liberal studies programs; online laboratories; intelligent testing using fuzzy logic; evaluation of on line courses in comparison to traditional courses; mediation in virtual environments; and methods for speaker verification. (2) Instruction Technology including internet textbooks; pedagogy-oriented markup languages; graphic design possibilities; open source classroom management software; automatic email response systems; tablet-pcs; personalization using web mining technology; intelligent digital chalkboards; virtual room concepts for cooperative scientific work; and network technologies, management, and architecture. (3) Science and Engineering Research Assessment Methods including assessment of K-12 and university level programs; adaptive assessments; auto assessments; assessment of virtual environments and e-learning. (4) Engineering and Technical Education including cap stone and case study course design; virtual laboratories; bioinformatics; robotics; metallurgy; building information modeling; statistical mechanics; thermodynamics; information technology; occupational stress and stress prevention; web enhanced courses; and promoting engineering careers. (5) Pedagogy including benchmarking; group-learning; active learning; teaching of multiple subjects together; ontology; and knowledge representation. (6) Issues in K-12 Education including 3D virtual learning environment for children; e-learning tools for children; game playing and systems thinking; and tools to learn how to write foreign languages.

Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships

Technologies and Applications for Building Customer Relationships

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Author: Ciaramitaro, Barbara

Publisher: IGI Global

ISBN: 1616928107

Category: Business & Economics

Page: 399

View: 4261

Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.

Medicine Meets Virtual Reality 13

The Magical Next Becomes the Medical Now

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Author: J.D. Westwood,R.S. Haluck,H.M. Hoffman

Publisher: IOS Press

ISBN: 1607501104

Category: Computers

Page: 660

View: 5825

Magical describes conditions that are outside our understanding of cause and effect. What cannot be attributed to human or natural forces is explained as magic: super-human, super-natural. Even in modern societies, magic-based explanations are powerful because, given the complexity of the universe, there are so many opportunities to use them. The history of medicine is defined by progress in understanding the human body - from magical explanations to measurable results. To continue medical progress, physicians and scientists must openly question traditional models. Valid inquiry demands a willingness to consider all possible solutions without prejudice. Medical politics should not perpetuate unproven assumptions nor curtail reasoned experimentation, unbiased measurement and well-informed analysis. For thirteen years, Medicine Meets Virtual Reality has been an incubator for technologies that create new medical understanding via the simulation, visualization and extension of reality. Researchers create imaginary patients because they offer a more reliable and controllable experience to the novice surgeon. With imaging tools, reality is purposefully distorted to reveal to the clinician what the eye alone cannot see. Robotics and intelligence networks allow the healer’s sight, hearing, touch and judgment to be extended across distance, as if by magic. The moments when scientific truth is suddenly revealed after lengthy observation, experimentation and measurement, is the real magic. These moments are not miraculous, however. They are human ingenuity in progress and they are documented here in this book.

Innovations in E-learning, Instruction Technology, Assessment and Engineering Education

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Author: Magued Iskander

Publisher: Springer Science & Business Media

ISBN: 1402062621

Category: Technology & Engineering

Page: 472

View: 2029

This book includes a set of rigorously reviewed world-class manuscripts addressing and detailing state-of-the-art research projects in the areas of Engineering Education, Instructional Technology, Assessment, and E-learning. The book presents selected papers form the conference proceedings of the International Conference on Engineering Education, Instructional Technology, Assessment, and E-learning (EIAE 2006). All aspects of the conference were managed on-line.

Understanding Virtual Reality

Interface, Application, and Design

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Author: William R. Sherman,Alan B. Craig

Publisher: Morgan Kaufmann

ISBN: 9781558603530

Category: Computers

Page: 582

View: 9037

Exploring the practical applications of virtual reality, both as they currently exist and as they will develop in the next few years, this book begins with a history of information presentation and demonstrates the basic problems that VR has recently been employed to solve.

Virtual Reality Blueprints

Create compelling VR experiences for mobile and desktop

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Author: Charles Palmer,John Williamson

Publisher: Packt Publishing Ltd

ISBN: 1786465035

Category: Computers

Page: 250

View: 6594

Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC Vive Key Features Develop robust, immersive VR experiences that are easy on the eye. Code 3D games and applications using Unity 3D game engine. Learn the basic principles of virtual reality applications Book Description Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and mobile-based games and applications. Explore the three top platforms—Cardboard VR, Gear VR, and OculusVR —to design immersive experiences from scratch. You’ll start by understanding the science-fiction roots of virtual reality and then build your first VR experience using Cardboard VR. You'll then delve into user interactions in virtual space for the Google Cardboard then move on to creating a virtual gallery with Gear VR. Then you will learn all about virtual movements, state machines, and spawning while you shoot zombies in the Oculus Rift headset. Next, you'll construct a Carnival Midway, complete with two common games to entertain players. Along the way, you will explore the best practices for VR development, review game design tips, discuss methods for combating motion sickness and identify alternate uses for VR applications What you will learn Use Unity assets to create object simulation. Implement simple touch controls in your application. Apply artificial intelligence to achieve player and character interaction. Add scripts for movement, tracking, grasping, and spawning. Create animated walkthroughs, use 360-degree media, and build engaging VR experiences. Deploy your games on multiple VR platforms. Who this book is for If you are a game developer and a VR enthusiast now looking to get stuck into the VR app development process by creating VR apps for different platforms, then this is the book for you. Familiarity with the Unity game engine and the C# language is key to getting the most from this book.

Advances in Manufacturing Technology XVI - NCMR 2002

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Author: Kai Cheng,David Webb

Publisher: John Wiley & Sons

ISBN: 9781860583780

Category: Technology & Engineering

Page: 512

View: 9401

Advances in Manufacturing Technology XVI provides a comprehensive collection of papers exploring the very latest developments in the field of manufacturing engineering and managment and incorporates the most up-to-date techniques. TOPICS COVERED INCLUDE: Business strategies process reengineering CAD/CAM and concurrent engineering E-manufacturing and virtual reality Engineering modelling and simulations Total quality management and metrology Intelligent systems. robotics and automation Lean and agiel manufacturing Machining process and tooling Operations management Process control and condition monitoring Covering all aspects of manufacturing engineering, systems, and management this volume will be of great interest to those wanting to keep abreast pf current research and those involved in the planning stages in this area of engineering.

Medicine Meets Virtual Reality 19

NextMed

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Author: James D. Westwood

Publisher: IOS Press

ISBN: 1614990212

Category: Medical

Page: 575

View: 5663

A physician who is treating a patient confronts a complex and incompletely understood living system that is sensitive to pain. An engineer or programmer who develops a new device, on the other hand, operates within the less emotional domains of materials and mathematics. The Medicine Meets Virtual Reality (MMVR) conference brings together physicians, scientists, engineers, educators, students, and others to bridge the gap between clinicians and technologists, and to create collaborative solutions to healthcare challenges. This book presents the proceedings of the Medicine Meets Virtual Reality conference (MMVR19), held in Newport Beach, California, USA, in February 2012. It includes papers on modeling and simulation, imaging, data visualization and fusion, haptics, robotics, telemedicine and medical intelligence networking, virtual and augmented reality, psychotherapy and physical rehabilitation tools, serious games, and other topics. MMVR stimulates interaction between developers and end users and promotes unorthodox problem-solving as a complement to rigorous scientific methodology. This book will interest all who are involved with the future of medicine. close