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Virtual reality blueprints : create compelling VR experiences for mobile and desktop / Charles Palmer, John Williamson ; foreword by Jesse Schell.
- Format:
- Book
- Author/Creator:
- Palmer, Charles, author.
- Williamson, John, author.
- Language:
- English
- Subjects (All):
- Virtual reality.
- Physical Description:
- 1 online resource (229 pages) : color illustrations
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham, [England] ; Mumbai, [India] : Packt, 2018.
- Biography/History:
- Palmer Charles: Charles Palmer is a faculty member and administrator at Harrisburg University of Science and Technology, a STEM-focused, private, four-year comprehensive university dedicated to ensuring institutional access for underrepresented students and linking learning and research to practical outcomes. As the Executive Director of the Center for Advanced Entertainment and Learning Technologies, Professor Palmer oversees the design and development of ventures in new and emerging technologies, serves as Program Lead for the undergraduate Interactive Media program, is an adviser to the Learning Technology Masters of Science program, coordinates a high school video game academy, and mentors university students on research projects in the fields of augmented/virtual reality, mobile computing, web application development, digital media and interactive games. As a technologist and public speaker, Charles uses virtual reality, 3d printing, gamification, interactive storytelling, social media and simulations to discuss how training and performance can be improved with the inclusion of the latest technological advances. Professor Palmer is also a co-author of the recently released Alternate Reality Games: Gamification for Performance available from CRC Press and Amazon. Williamson John: John Williamson has worked in VR since 1995. As a producer/designer, he has shipped over three dozen games (America's Army, Hawken, SAW, and Spec Ops) in nearly every genre (RTS, FPS, Arcade, Simulation, Survival Horror) on nearly every platform (iOS, Android, Wii, Playstation, Xbox, web, PC, and VR). He is also an award-winning filmmaker and has taught game design at DigiPen and Harrisburg University. Now, he works in VR, creating immersive training for a wide range of high-consequence trainers for the US Air Force, Army, and NASA
- Summary:
- Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop, mobile, and web-based games.
- Contents:
- Cover
- Copyright and Credits
- Packt Upsell
- Foreword
- Contributors
- Table of Contents
- Preface
- Chapter 1: The Past, Present, and Future of VR
- The history of virtual reality
- Through the looking glass
- Making a static image dance
- The bigger the better - panoramic paintings
- Stereoscopic viewers
- Link Trainers and Apollo
- Interactivity and True HMDs
- 1960 - TelesphereMask
- 1961 - Headsight
- 1968 - Teleyeglasses
- 1965 - The Ultimate Display
- 1968 - Sword of Damocles
- 1968 - The mother of all demos
- 1969 - Virtual Cockpit/Helmet Mounted Sight
- 1969 - Artificial Reality
- 1995 - CAVE
- 1987 - Virtual reality and VPL
- 1989 - Nintendo Powerglove
- 1990s - VR Explosion
- 1991 - Virtuality Dactyl Nightmare
- 1993 - SEGA VR glasses
- 1995 - VRML - Virtual reality Markup Language
- 1995 - Nintendo Virtual Boy
- 1995 - Hasbro Toaster
- 2013 - Oculus Rift
- 2014 - Google Cardboard
- 2015 - Samsung Gear VR
- 2018 - Magic Leap
- Summary
- Chapter 2: Building a Solar System for Google Cardboard
- Platform setup
- Google Cardboard setup
- Setting up the Unity environment
- Building the TRAPPIST-1 System
- Building the application
- Android Instructions
- Building an Android application
- Invalid command Android error
- iOS Instructions
- Preparing your Unity project for iOS
- Building an iOS application
- Chapter 3: Building an Image Gallery System for the Gear VR
- A virtual image gallery
- The Samsung Gear VR platform
- Process overview - Part 1
- Getting started in VR
- Prepping for VR
- Acquiring the Oculus SDK package
- Constructing a panoramic skybox
- Creating the Gallery prefab
- Optional custom fonts
- Building the galleries
- Creating the image display element (FullImage)
- Creating a controller and a scene controller script
- Creating a gallery prefab.
- Summary
- Chapter 4: Adding User Interactions to the Virtual Gallery Project
- Facilitating user interaction
- Raycasters
- StandaloneInput module
- Image selector
- Setting touch control
- Creating feedback for the user
- Scene controller
- Image collection
- Adding imagery
- Use a highlight material as feedback
- Assigning values
- Finalizing user interaction
- Using Event Triggers for user feedback
- Creating an osig file
- Preparing your Android device
- Chapter 5: Fighting Zombies on the Oculus Rift
- Playing with zombies
- The Oculus Rift platform
- Creating the Player GameObject
- Graphic Raycaster
- Adding a 3D camera
- Building the game environment
- Constructing gameplay boundaries
- Setting the mood
- Creating spawn points
- Optimizing the experience for VR
- Frame rate is key to performance
- Reducing excessive scene geometry
- Removing unnecessary objects
- Using planes
- Occlusion culling
- Lightmapping
- Creating the zombie prefab
- Animating the zombie assets
- Adding transitions
- Chapter 6: Scripting Zombies for the Oculus Rift
- Scripting the zombies
- Summoning zombies
- ZombieSpawner script
- Controlling the zombie prefab
- ZombieController script
- Fighting back
- PlayerController script
- Update function
- Shoot function
- OnDrawGizmos function
- Testing the PlayerController
- Targeting reticle cursor
- Building an executable
- Expanding the experience
- Chapter 7: Carnival Midway Games - Part 1
- Recreating carnival games
- Preproduction
- Special production note
- Requirements
- Preparing Unity for VR development on the Rift
- Loading the OVRP.
- Setting up the project
- Creating the player avatar
- Designing the play area
- Building the game booth
- Adding 3D text
- Creating the booth prefab
- Planning the midway activities
- Adding clutter to the scene
- Combating VR sickness
- Eliminating non-forward motion
- Consider adding UI overlays
- Reducing acceleration
- Reducing yaw
- Reducing vection
- Using appropriate motions
- Implementing movement
- A gaze-based teleportation system
- Mapping touch controller buttons
- Deactivating stick movement [Optional]
- Making objects grabbable
- Chapter 8: Carnival Midway Games - Part 2
- Backing up the project
- Local backup
- Unity Collaborate
- Software version control services
- Midway booth games
- Wacky Mole props
- The GameTable
- The mole
- The Score Board
- Crispy UI Text
- The mallet
- Animating the mole
- Building an animation state machine
- Scripting the mole asset
- Scripting the mole game controller
- Finishing the Wacky Mole game
- Milk Bottle Toss props
- Game props
- Scripting the Milk Bottle Toss game
- Expanding the game
- Appendix A: VR Hardware Roundup
- VR hardware roundup
- Google Cardboard
- Google Daydream
- Gear VR
- Oculus Rift
- Vive
- Sony PSVR
- HoloLens
- Headset costs
- Appendix B: VR Terms and Definitions
- VR terms and definitions
- Primer of best practices
- Input
- Movement
- User interface and experience design
- Motion sickness
- Motion sickness prevention, there is no cure
- Other Books You May Enjoy
- Index.
- Notes:
- Includes index.
- Description based on online resource; title from PDF title page (EBC, viewed March 21, 2018).
- ISBN:
- 9781786465030
- 1786465035
- OCLC:
- 1463578600
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