5 Books Help You Design Amazing VR Experiences

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5 Books Help You Design Amazing VR Experiences
December 10, 2016

THE VR BOOK — Human Centered Design for Virtual Reality by Jason Jerald

 

Jason Jerald’s The VR Book” is probably one of the most comprehensive sources available to understand the past and the future potential of virtual reality. This book provides and in-depth look at the human element of virtual reality and the main principals of creating the best VR experiences rather than just a technical implementation.

 

Author: Jason Jerald, Ph.D., is Co-Founder and Principal Consultant at NextGen Interactions. In addition to primarily focusing on NextGen Interactions and its clients, Jason is Chief Scientist at Digital ArtForms, serves on multiple advisory boards of companies focusing on VR technologies, coordinates the RTP-VR Enthusiasts Meetup, and speaks about VR at various events throughout the world. Jason holds over 20 publications and patents directly related to VR.

 

 

Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile by Tony Parisi

 

“Learning Virtual Reality” is a great hands-on guide for basics of virtual reality. This book helps you to get a better understanding of UI design, 3D graphics and Unity 3D. It also provides valuable information for building apps for Oculus or Samsung Gear VR, as well as browser based applications using WebVR and WebGL.

 

Author: Tony Parisi is an entrepreneur and career CTO/software architect. He is a pioneer in virtual reality, the co-creator of the VRML and X3D ISO standards for networked 3D graphics, and continues to innovate in 3D technology. Tony is the co-organizer of the San Francisco WebGL Meetup, and the San Francisco WebVR Meetup He is the author of O’Reilly Media’s books on WebGL: WebGL Up and Running (2012), and Programming 3D Applications in HTML5 and WebGL (2014).

 

 

Augmented Reality: Principles and Practice (Usability) by Dieter Schmalstieg & Tobias Hollerer

 

This book explains the basic principles of augmented reality technology and the best ways to apply it into different applications. It is a great source of information for those who wants to understand the dynamics of this interesting technology.

 

Authors:

Dieter Schmalstieg is professor and head of the Institute for Computer Graphics and Vision at Graz University of Technology (TUG), Austria. His current research interests are augmented reality, virtual reality, real-time graphics, 3D user interfaces, and visualization. He is also director of the Christian Doppler Laboratory for Handheld Augmented Reality.

 

Tobias Höllerer is professor of computer science at the University of California, Santa Barbara, where he leads the Four Eyes Laboratory, conducting research in the four I’s of Imaging, Interaction, and Innovative Interfaces. Dr. Höllerer holds a Diplom in informatics from the Technical University of Berlin, as well as an M.S. and Ph.D. in computer science from Columbia University.

 

 

Unity Virtual Reality Projects by Jonathan Linowes

 

Unity is a cross-platform gaming engine to develop games and VR experiences. The book “Unity Virtual Reality Projects”, written by Jonathan Linowes helps readers to build their own VR games or applications. It provides step by step instructions for creating virtual reality environments and games.

 

Author: Jonathan Linowes is the owner of Parkerhill Reality Labs, a start-up VR/AR consultancy firm. He is a veritable VR and 3D graphics enthusiast, full-stack web developer, software engineer, successful entrepreneur, and teacher. He has a fine arts degree from Syracuse University and a master’s degree from the MIT Media Lab. He has founded several successful start-ups and held technical leadership positions at major corporations, including Autodesk Inc.

 

 

Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR (Usability) by Steve Aukstakalnis

 

Practical Augmented Reality is a guide for AR and VR bringing together a comprehensive coverage of technologies and tools that are already commercially available or will be soon.

 

The book presents revealing case studies of real-world applications from gaming, entertainment, big data, engineering, aeronautics, defense, medicine, telerobotics, architecture, law enforcement, and geophysics.

 

Author: Steve Aukstakalnis is the former Director of the Virtual Environment and Interactive Systems Program at the National Science Foundation’s Engineering Research Center for Computational Field Simulation.

 

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