Oculus Quest Users Guide
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Author | : Steven Walryn |
Publisher | : Silver Starz |
Total Pages | : 164 |
Release | : 2023-03-07 |
Genre | : Art |
ISBN | : |
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.
Author | : John Maeda |
Publisher | : MIT Press |
Total Pages | : 129 |
Release | : 2006-07-07 |
Genre | : Design |
ISBN | : 0262260956 |
Ten laws of simplicity for business, technology, and design that teach us how to need less but get more. Finally, we are learning that simplicity equals sanity. We're rebelling against technology that's too complicated, DVD players with too many menus, and software accompanied by 75-megabyte "read me" manuals. The iPod's clean gadgetry has made simplicity hip. But sometimes we find ourselves caught up in the simplicity paradox: we want something that's simple and easy to use, but also does all the complex things we might ever want it to do. In The Laws of Simplicity, John Maeda offers ten laws for balancing simplicity and complexity in business, technology, and design—guidelines for needing less and actually getting more. Maeda—a professor in MIT's Media Lab and a world-renowned graphic designer—explores the question of how we can redefine the notion of "improved" so that it doesn't always mean something more, something added on. Maeda's first law of simplicity is "Reduce." It's not necessarily beneficial to add technology features just because we can. And the features that we do have must be organized (Law 2) in a sensible hierarchy so users aren't distracted by features and functions they don't need. But simplicity is not less just for the sake of less. Skip ahead to Law 9: "Failure: Accept the fact that some things can never be made simple." Maeda's concise guide to simplicity in the digital age shows us how this idea can be a cornerstone of organizations and their products—how it can drive both business and technology. We can learn to simplify without sacrificing comfort and meaning, and we can achieve the balance described in Law 10. This law, which Maeda calls "The One," tells us: "Simplicity is about subtracting the obvious, and adding the meaningful."
Author | : Henry A White |
Publisher | : |
Total Pages | : 68 |
Release | : 2019-06-03 |
Genre | : |
ISBN | : 9781072017905 |
MASTER YOUR OCULUS QUEST IN 60 MINUTES!"BONUS" - Buy a paperback copy of this book and receive the Kindle version for FREE via Kindle Matchbook.Oculus Quest is Facebook's first standalone headset that offers 6DOF tracking on both the head and hands. Practically, that means that the headset has the same full tracking capabilities typically reserved for high-end VR headsets that are hooked up to a computer or game console. Because Quest has full 6DOF tracking, it opens the door to significantly more immersive and interactive content than on a headset like Oculus Go, which is only suitable for mostly static, seated experiences because it has more limited tracking abilities.Given that it's a standalone, Quest's biggest advantage is its low friction experience. When you put the headset on, you see a pass-through video view of the world around you which makes it easy to pick up your controllers. From there, setting up your Guardian-the boundary around you playspace-is as easy as pointing your controller at the ground and tracing an outline around the available space, and then you're good to go.If you have the Oculus Quest, this book will help you with a collection of ACTIONABLE tips and tricks. It contains specific step-by-step instructions that are well organized and easy to read.Scroll Up and Hit the Buy button to add this book in your Library!
Author | : Henry A White |
Publisher | : |
Total Pages | : 52 |
Release | : 2020-10-29 |
Genre | : |
ISBN | : |
MASTER YOUR OCULUS QUEST IN 60 MINUTES!If you want to buy a VR headset and don't have the budget for a PC-based VR setup, which requires more money, wires and fuss, then the Oculus Quest 2 is one of the top options around for beginners and seasoned VR veterans alike. This mobile VR device brings you easy access to everything that makes VR special, offering high-quality virtual reality experiences at a fair price. The Quest 2 allows you to literally step inside gaming worlds, as well as access 360-degree video content and apps, this is an immersive gadget that even the most tech-shy members of your family can have a blast with.If you have the Oculus Quest 2, this book will help you with a collection of ACTIONABLE tips and tricks. It contains specific step-by-step instructions that are well organized and easy to read.Kindly Scroll Up and Hit the Buy button to add this book in your Library!
Author | : Wagner James Au |
Publisher | : Harper Collins |
Total Pages | : 306 |
Release | : 2009-10-13 |
Genre | : Business & Economics |
ISBN | : 0061747246 |
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.
Author | : Kari Fry |
Publisher | : |
Total Pages | : 224 |
Release | : 2016-11-24 |
Genre | : |
ISBN | : 9781945908927 |
Author | : Kevin Mack |
Publisher | : Packt Publishing Ltd |
Total Pages | : 622 |
Release | : 2019-04-30 |
Genre | : Computers |
ISBN | : 1789133882 |
The key problem with VR development is understanding how to set up a project and running it on your desktop or mobile VR device. With this book, you will not only learn the specifics of virtual reality development in Unreal but also build immersive and fun VR projects that can be experienced on your VR devices.
Author | : Stanley G. Weinbaum |
Publisher | : The Floating Press |
Total Pages | : 32 |
Release | : 2012-06-01 |
Genre | : Fiction |
ISBN | : 1775562980 |
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.
Author | : Grigore C. Burdea |
Publisher | : John Wiley & Sons |
Total Pages | : 741 |
Release | : 2024-08-21 |
Genre | : Computers |
ISBN | : 1394306946 |
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques Programming toolkits for virtual reality and the game production pipeline Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
Author | : Jonathan Linowes |
Publisher | : Packt Publishing Ltd |
Total Pages | : 286 |
Release | : 2015-09-01 |
Genre | : Computers |
ISBN | : 1785286803 |
Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D About This Book Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR A project-based guide that teaches you to use Unity to develop VR applications, which can be experienced with devices such as the Oculus Rift or Google Cardboard Who This Book Is For If you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. What You Will Learn Create 3D scenes with Unity and Blender while learning about world space and scale Build and run VR applications for consumer headsets including Oculus Rift and Google Cardboard Build interactive environments with physics, gravity, animations, and lighting using the Unity engine Experiment with various user interface (UI) techniques that you can use in your VR applications Implement the first-person and third-person experiences that use only head motion gestures for input Create animated walkthroughs, use 360-degree media, and build multi-user social VR experiences Learn about the technology and psychology of VR including rendering, performance and VR motion sickness Gain introductory and advanced experience in Unity programming with the C# language In Detail What is consumer “virtual reality”? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it! Style and approach This book takes a practical, project-based approach to teach specifics of virtual reality development in Unity. Using a reader-friendly approach, this book will not only provide detailed step-by-step instructions but also discuss the broader context and applications covered within.