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The History of the Future

The History of the Future
Author: Blake J. Harris
Publisher: HarperCollins
Total Pages: 466
Release: 2019-02-19
Genre: Technology & Engineering
ISBN: 0062455982

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The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry. From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer Luckey—then just a rebellious teenage dreamer living alone in a camper trailer—invents a device that has the potential to change everything. With the help of a videogame legend, a serial entrepreneur and many other colorful characters, Luckey’s scrappy startup kickstarts a revolution and sets out to bring VR to the masses. As with most underdog stories, things don’t quite go according to plan. But what happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned and neverending twists and turns—including an unlikely multi-billion-dollar acquisition by Facebook’s Mark Zuckerberg, which shakes up the landscape in Silicon Valley and gives Oculus the chance to forever change our reality. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.


Oculus

Oculus
Author: Sally Wen Mao
Publisher: Graywolf Press
Total Pages: 96
Release: 2019-01-15
Genre: Poetry
ISBN: 1555978746

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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.


The VR Book

The VR Book
Author: Jason Jerald
Publisher: Morgan & Claypool
Total Pages: 523
Release: 2015-09-01
Genre: Computers
ISBN: 1970001135

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Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.


Santiago Calatrava: Oculus

Santiago Calatrava: Oculus
Author: Paul Goldberger
Publisher:
Total Pages: 0
Release: 2017
Genre: Railroad stations
ISBN: 9781614286295

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As one of the biggest names in contemporary architecture, engineer-cum-architect Santiago Calatrava is internationally famous for the conception and masterful execution of structures akin to high art. Taking inspiration from nature, his work mimics the shapes and motions of organic entities, as can be witnessed in the Turning Torso skyscraper in Sweden, the Milwaukee Art Museum in Wisconsin, and the recently completed World Trade Center Transportation Hub in downtown Manhattan. This elegant and graceful structure, derived from some of Calatrava's work as a painter and sculptor, is likened to a bird taking flight, a phoenix rising from the ashes of 9/11. With original texts from the man behind the Oculus, legendary New Yorker architectural critic Paul Goldberger, and George Deodatis, Columbia University's department chair of Civil Engineering, 'Santiago Calatrava: Oculus' is the authority on the already-iconic building, sure to be canonized as one of the most beautiful public buildings of the twenty-first century.


Mastering Oculus Rift Development

Mastering Oculus Rift Development
Author: Jack Donovan
Publisher: Packt Publishing Ltd
Total Pages: 299
Release: 2017-02-06
Genre: Computers
ISBN: 1786461781

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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.


Architecture/Astrology

Architecture/Astrology
Author: Dan Graham
Publisher:
Total Pages: 0
Release: 2014
Genre: Astrology and architecture
ISBN: 9783863355449

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Tiré du site Internet de la Buchhandlung Walther König: "Dan Graham and Jessica Russell's playful yet thorough "Architecture/Astrology" considers some of the most important and innovative figures in the world of architecture from an angle few would expect: their star signs. Originally published as a column for Domus magazine, Graham and Russell's book integrates critical analysis with astrology and mythology to offer alternative perspectives on the work and personalities of artist/architects including Frank Gehry (a restless, dreamy Pisces), Eero Saarinen (a dynamic, dramatic Leo) and Le Corbusier (a logical, balanced Libra). With accompanying illustrations by Mieko Meguro, Architecture/Astrology resembles the best sort of architect, one who is at once rigorous and whimsical, with his feet on the ground and his head in the clouds."


The Book of the Oculus

The Book of the Oculus
Author: Nathan H. Fox
Publisher: iUniverse
Total Pages: 455
Release: 2013-03-13
Genre: Religion
ISBN: 1475978561

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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.


Oculus Rift in Action

Oculus Rift in Action
Author: Bradley Austin Davis
Publisher: Manning Publications
Total Pages: 440
Release: 2015-09-03
Genre: Computers
ISBN: 9781617292194

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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


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
Author: Jeremy Bailenson
Publisher: W. W. Norton & Company
Total Pages: 320
Release: 2018-01-30
Genre: Computers
ISBN: 0393253708

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“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.


Learning Virtual Reality

Learning Virtual Reality
Author: Tony Parisi
Publisher: "O'Reilly Media, Inc."
Total Pages: 171
Release: 2015-10-26
Genre: Computers
ISBN: 149192280X

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Annotation Get an introduction to the technologies, tools, and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, you'll learn essential development and production concepts, including UI design, stereo rendering, 3D input, and programming VR applications for native desktop, mobile and the web. You don't have to be a game development wizard or have 3D graphics experience to get started. If you have basic programming skills and some familiarity with mobile development, this book will help you gain a working knowledge of virtual reality through clear and simple examples.