The Simple Oculus Quest User Guide For Beginners
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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 | : Marinos Ioannides |
Publisher | : Springer Nature |
Total Pages | : 763 |
Release | : 2021-04-13 |
Genre | : Computers |
ISBN | : 3030730433 |
This book constitutes the refereed post-conference proceedings of the 8th International Conference on Digital Heritage, EuroMed 2020, held virtually in November 2020. The 37 revised project papers and 30 revised short papers presented were carefully reviewed and selected from 326 submissions. The papers are on topics such as digital data acquisition technologies in CH/2D and 3D data capture methodologies and data processing; remote sensing for archaeology and cultural heritage management and monitoring; interactive environments and applications; reproduction techniques and rapid prototyping in CH; e-Libraries and e-Archives in cultural heritage; virtual museum applications (e-Museums and e-Exhibitions); visualisation techniques (desktop, virtual and augmented reality); storytelling and authoring tools; tools for education; 2D and 3D GIS in cultural heritage; and on-site and remotely sensed data collection.
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 | : Francisco Cavas Martínez |
Publisher | : Springer Nature |
Total Pages | : 455 |
Release | : 2021-12-08 |
Genre | : Mathematics |
ISBN | : 3030924262 |
This book contains the papers presented at the XXX International Congress INGEGRAF, “Digital Engineering, its application in Research, Development and Innovation”, held on 24–25 June 2021 in Valencia, Spain. The book reports on cutting-edge topics in product design and manufacturing, such as industrial methods for integrated product and process design; innovative design; and computer-aided design. Further topics covered include virtual simulation and reverse engineering; additive manufacturing; product manufacturing; engineering methods in medicine and education; representation techniques; and nautical, engineering and construction, aeronautics and aerospace design and modeling. The book has six sections, reflecting the focus and primary themes of the conference. The contributions presented here will not only provide researchers, engineers, and experts in a range of industrial engineering subfields with extensive information to support their daily work; but also they are intended to stimulate new research directions, advanced applications of the methods discussed, and future interdisciplinary collaborations.
Author | : Yang Jiang |
Publisher | : Frontiers Media SA |
Total Pages | : 163 |
Release | : 2023-07-10 |
Genre | : Science |
ISBN | : 2832528074 |
Author | : Darrell Bock |
Publisher | : Moody Publishers |
Total Pages | : 213 |
Release | : 2021-03-02 |
Genre | : Religion |
ISBN | : 0802499082 |
Is Virtual Reality a Biblical Reality? The invention of the printing press catalyzed Martin Luther’s reformation; radios and televisions delivered Billy Graham’s gospel proclamations to millions of households. Technological advancements have undoubtedly advanced kingdom work for centuries—but is the same true for the burgeoning technologies of today? As virtual reality becomes increasingly prominent throughout society, churches must assess how to respond thoughtfully and biblically. In Virtual Reality Church, theologians Darrell Bock and Jonathan Armstrong present a systematic reflection on how to faithfully apply virtual reality for ministry purposes. They examine the risks—like compromising the meaning of tangible worship—and opportunities—like safely reaching persecuted churches—of integrating revolutionary technologies into the Christian life. Learn to think critically, theologically, and pastorally about new technologies so that you can faithfully advance the gospel into the future.
Author | : Tareq Ahram and Christianne Falcão |
Publisher | : AHFE International |
Total Pages | : 135 |
Release | : 2023-07-19 |
Genre | : Technology & Engineering |
ISBN | : 1958651613 |
Proceedings of the 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023), July 20–24, 2023, San Francisco, USA
Author | : Jessica Stone |
Publisher | : Routledge |
Total Pages | : 207 |
Release | : 2020-05-28 |
Genre | : Psychology |
ISBN | : 0429671229 |
Digital Play Therapy focuses on the responsible integration of technology into play therapy. With a respect for the many different modalities and approaches under the play therapy umbrella, this book incorporates therapist fundamentals, play therapy tenets, and practical information for the responsible integration of digital tools into play therapy treatment. Written in a relatable manner, this book provides both the foundation and practical information for confident use of digital tools and brings play therapy, and therapy in general, forward into the 21st century. Digital Play Therapy provides a solid grounding both for clinicians who are brand new to the incorporation of digital tools as well as to those who have already begun to witness the powerful therapeutic dynamic of digital play therapy.
Author | : Joseph Hocking |
Publisher | : Simon and Schuster |
Total Pages | : 586 |
Release | : 2018-03-27 |
Genre | : Computers |
ISBN | : 1638356211 |
Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices
Author | : Martin J. |
Publisher | : Heesuck Jung |
Total Pages | : 104 |
Release | : 2020-12-28 |
Genre | : Computers |
ISBN | : 0991987225 |
When I first encountered VR (Virtual Reality) devices as a device called Quest 2 from a company called Oculus, I wondered "is there a way to make it easier for anyone to use this device?" I thought about it, and through this book, I shared what I had experienced. At first, how to use, what accessories are needed, what game to start with, and additional information were included. Therefore, I integrated what I learned from trial and error and summarized what the user are needed throughtout this book.