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FINALIST FOR THE LOS ANGELES TIMES BOOK PRIZE FOR POETRY A brilliant second collection by Sally Wen Mao on the violence of the spectacle—starring the film legend Anna May Wong In Oculus, Sally Wen Mao explores exile not just as a matter of distance and displacement but as a migration through time and a reckoning with technology. The title poem follows a nineteen-year-old girl in Shanghai who uploaded her suicide onto Instagram. Other poems cross into animated worlds, examine robot culture, and haunt a necropolis for electronic waste. A fascinating sequence spanning the collection speaks in the voice of the international icon and first Chinese American movie star Anna May Wong, who travels through the history of cinema with a time machine, even past her death and into the future of film, where she finds she has no progeny. With a speculative imagination and a sharpened wit, Mao powerfully confronts the paradoxes of seeing and being seen, the intimacies made possible and ruined by the screen, and the many roles and representations that women of color are made to endure in order to survive a culture that seeks to consume them.
Product Details :
Genre |
: Poetry |
Author |
: Sally Wen Mao |
Publisher |
: Graywolf Press |
Release |
: 2019-01-15 |
File |
: 132 Pages |
ISBN-13 |
: 9781555978747 |
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BOOK EXCERPT:
We are currently occupying a period in history where virtual reality is almost at the point of being considered typical. There are now virtual reality games and virtual reality movies that are available to everyday citizens. Virtual reality is no longer the fantasy that it once was just a few decades ago. 3D glasses were quite the rage when they were debuted. Now, however, with the help of companies such as Oculus VR, you can have virtual reality glasses that will literally transform how you see your surrounding and transport into a totally different virtual world. Many people who have only heard of gadgets such as Oculus Rift may be of the belief that virtual reality is only for gamers. This is not so. Virtual reality can be accessed in a wide variety of ways. It can also be adapted to several different aspects of your life, including your professional life. Let us engage for a moment in the world of virtual reality.
Product Details :
Genre |
: |
Author |
: J. Davidson |
Publisher |
: Bulls Run |
Release |
: 2019-02-18 |
File |
: 10 Pages |
ISBN-13 |
: |
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BOOK EXCERPT:
The Oculus Rift is a virtual reality device that can be worn on the head of an individual giving them a feeling of being in a totally different world. The project began back in 2012 and is used with games to create a three-dimensional world in which to play. It was released in 2014 and works with most games currently on the market. The Oculus Rift includes a light headset that makes moving around easy as users experience this completely interactive virtual world.
Product Details :
Genre |
: Computers |
Author |
: Scott Casterson |
Publisher |
: Conceptual Kings |
Release |
: 2016-02-18 |
File |
: 15 Pages |
ISBN-13 |
: |
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BOOK EXCERPT:
Unlike other virtual reality (VR) headsets, the Oculus Quest 2 may function independently of a computer or mobile device. It provides the highest visual quality and overall experience for playing games, watching movies, and interacting with friends and family. Better tracking (due to a more potent sensor), a more comfortable ergonomic design, and a higher resolution screen are just a few of the ways in which the Oculus Quest 2 improves upon its predecessor. Is it really beneficial to upgrade? The price of the Oculus Quest 2 headset has increased by $100 from its predecessor, to $399. A lot of money was invested, and only time will tell whether the investment was worthwhile. Compared to competing virtual reality (VR) headsets, what sets the Oculus Quest apart? When compared to other virtual reality (VR) headsets, the Oculus Quest 2 stands out for its numerous unique features. In comparison to Samsung's Odyssey headset (which utilizes an LCD screen and costs $499), the Oculus Quest 2 offers a higher resolution AMOLED screen and better audio quality. The headset's speakers allow for six degrees of freedom, so you can turn your head in almost any direction without losing your place in the action.
Product Details :
Genre |
: Art |
Author |
: Steven Walryn |
Publisher |
: Silver Starz |
Release |
: 2023-03-07 |
File |
: 164 Pages |
ISBN-13 |
: |
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BOOK EXCERPT:
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
Product Details :
Genre |
: Computers |
Author |
: Alex Benton |
Publisher |
: Simon and Schuster |
Release |
: 2015-08-12 |
File |
: 624 Pages |
ISBN-13 |
: 9781638353485 |
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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.
Product Details :
Genre |
: Computers |
Author |
: Jack Donovan |
Publisher |
: Packt Publishing Ltd |
Release |
: 2017-02-06 |
File |
: 299 Pages |
ISBN-13 |
: 9781786461780 |
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BOOK EXCERPT:
Author Say`s Oculus cura was conceived to address the concerns of my patients.My esteemed employer, NTPC Limited, the largest energy conglomerate in this country is well known for its “ People before profit approach”. In tune with the same this online hand magazine was released for ready reference purposes. The profile of my patients includes amongst others, employees, their Dependent Family members & the neighbouring community from varied socio economic backgrounds. The variety of problems amongst my patients, their thought provoking questions provided the stimulus to compile this Hand magazine detailing common eye ailments ,its prevention and treatment. It is fondly hoped that this humble effort promotes awareness about eye care amongst the public at large.After successful launch of first edition of Oculus Cura I received ample appreciation from my readers which motivated me to go for second edition. This edition like first one is also centred around common eye related issues. It has information on computer vision syndrome which has become a major concern in today’s digitalised world and along with that throws light on spectacles types and care.
Product Details :
Genre |
: Comics & Graphic Novels |
Author |
: Dr.Vertika Kulshrestha |
Publisher |
: Brown Page Publication |
Release |
: 2022-08-14 |
File |
: 52 Pages |
ISBN-13 |
: 9789394759183 |
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BOOK EXCERPT:
The Book of the Oculus is an adventure into religious satire set alongside ancient and modern esoterica. Nathan H. Fox dazzles the free-thinking audience with this immense volume. Sure to frighten and challenge the conservative audience, Fox pulls no punches. Utilizing religion as an artform, The Book of the Oculus represents a feat of powerful and uncompromising intelligence. Twisting and baffling to the mind as the Oculus may be, it is the opening of a vast dome wherefrom freedom and tremendous wit shines forth.
Product Details :
Genre |
: Religion |
Author |
: Nathan H. Fox |
Publisher |
: iUniverse |
Release |
: 2013-03-13 |
File |
: 455 Pages |
ISBN-13 |
: 9781475978568 |
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BOOK EXCERPT:
This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces. A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium. Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process. Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion. LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior. Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX. In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.
Product Details :
Genre |
: Computers |
Author |
: Daniel P. O. Wiedemann |
Publisher |
: BoD – Books on Demand |
Release |
: 2021-01-03 |
File |
: 300 Pages |
ISBN-13 |
: 9783752611403 |
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BOOK EXCERPT:
Product Details :
Genre |
: Art |
Author |
: |
Publisher |
: |
Release |
: 2008 |
File |
: 86 Pages |
ISBN-13 |
: STANFORD:36105133529003 |