Oculus Quest 2: The Essential Guide. Make Learning Easy

Oculus Quest 2: The Essential Guide. Make Learning Easy
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.

Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection

Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection
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.

Advances in Design Engineering II

Advances in Design Engineering II
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.

Human Factors and Wearable Technologies

Human Factors and Wearable Technologies
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

Introduction of Oculus Quest2 for the first VR users

Introduction of Oculus Quest2 for the first VR users
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.

Metaverse Made Easy

Metaverse Made Easy
Author: Dr.Liew Voon Kiong
Publisher: Liew Voon Kiong
Total Pages: 127
Release: 2024-04-21
Genre: Antiques & Collectibles
ISBN:

In recent months, the term metaverse has become the newest buzzword in the crypto and gaming space, and start-ups venturing into metaverse have been mushrooming around the globe. These start-ups were able to attract investments from angel investors and VCs. The biggest news this year was the direct listing of Roblox on the New York Stock Exchange in which the company’s stock closed at $69.50 per share, giving the company a market cap of $38.26 billion. Another sensational story was Epic Games, the company that built Unreal Engine and the popular metaverse game Fortnite. At the time of writing, Epic Games has just completed a $1 billion round of funding to support the long-term vision for the metaverse. But all these developments paled in comparison to Facebook changed its name to Meta on 29th Oct 2021, boldly announced its official entry into the metaverse. This was a game-changing milestone, which not only showed that Zuckerberg has continuously strengthened his worldview that "the metaverse is the next stop of the Internet", but also raised the metaverse to the same level of ambition as Musk’s vision of colonizing Mars and Google’s project to radically extend the human lifespan. Though metaverses have existed for more than two decades particularly in the gaming space like the famous Second Life, Fortnite, Roblox and more, it was neither widely known nor adopted outside the gaming industry. However, with the meteoric rise of the DeFi and NFT applications in the last two years, metaverse suddenly became a buzzword as metaverse platforms were mushrooming by integrating DeFi and NFT into GameFi to create sensational 3D VR experiences and allow users to monetize while playing (aka Play to Earn). Besides gaming, the latest trend shows that there is immense potential in business and commercial metaverse applications. Industries such as tourism, real estate, medicine, engineering, education, event management, manufacturing, town planning and more could benefit greatly from Metaverse. As Metaverse is evolving fast, I have written this book to help you gain a better understanding of the metaverse as well as how to invest in metaverse projects to gain profits from NFT trading, DeFi staking and Play to Earn.

The Laws of Simplicity

The Laws of Simplicity
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."

Enhancing Virtual Reality Experiences with Unity 2022

Enhancing Virtual Reality Experiences with Unity 2022
Author: Steven Antonio Christian
Publisher: Packt Publishing Ltd
Total Pages: 566
Release: 2023-11-10
Genre: Computers
ISBN: 1804616311

Unlock your creativity with this part-color guide to VR projects in Unity, crafting immersive games, refining VR experiences, and leading XR development Key Features Understand the fundamentals and build a solid foundation in XR development Develop technical skills for building VR experiences in Unity, including assets, GameObjects, scripts, and components Create engaging and innovative virtual reality projects using the Unity game engine Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionVirtual reality (VR) has emerged as one of the most transformative mediums of the 21st century, finding applications in various industries, including gaming, entertainment, and education. Enhancing Virtual Reality Experiences with Unity 2022 takes you into the fascinating realm of VR, where creativity meets cutting-edge technology to bring tangible real-world applications to life. This immersive exploration not only equips you with the essential skills needed to craft captivating VR environments using Unity's powerful game engine but also offers a deeper understanding of the philosophy behind creating truly immersive experiences. Throughout the book, you’ll work with practical VR scene creation, interactive design, spatial audio, and C# programming and prepare to apply these skills to real-world projects spanning art galleries, interactive playgrounds, and beyond. To ensure your VR creations reach their full potential, the book also includes valuable tips on optimization, guaranteeing maximum immersion and impact for your VR adventures. By the end of this book, you’ll have a solid understanding of VR’s versatility and how you can leverage the Unity game engine to create groundbreaking projects.What you will learn Harness the power of the Unity game engine to explore VR Understand VR and how to integrate Unity into the general workflow Build and test a variety of VR experiences for headsets, computers, and mobile devices Integrate traditional game and animation tools into VR experiences Explore worldbuilding techniques to create expansive VR environments Integrate optimization techniques to improve the performance of your VR experiences Who this book is for This book is for individuals who are familiar with the Unity game engine and want to explore virtual reality. If you’re a game developer, VR developer, or creator with Unity experience, this is your guide to learning the essential principles and techniques for VR development in Unity 2022. A basic understanding of the Unity user interface, navigation, and C# will help you make the most of the book.