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Michael Vaissiere - Deconstructing Google Cardboard Apps

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Michael Vaissiere Deconstructing Google Cardboard Apps

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Google Cardboard is one of the most accessible ways to experience virtual reality today. This book introduces developers to this exciting new platform using both the Cardboard Android SDK and the Cardboard Unity SDK. From creating the ambiance and immersion of a virtual landscape, to using a smartphone camera to layer worlds with different filters, capturing and controlling speech, optimizing graphics, and even promoting your app in the Google Play store, this book will provide developers with everything they need to successfully build Google Cardboard applications. Each author deconstructs their Cardboard app that has been successfully published, using it as the example in their chapter and telling their story.
This book shows developers how to create Google Cardboard apps, with authors deconstructing their successfully published Cardboard apps in the book, walking them through concepts using their apps as examples.

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Deconstructing Google Cardboard Apps

Copyright (c) 2015 Bleeding Edge Press

All rights reserved. No part of the contents of this book may be reproduced or transmitted in any form or by any means without the written permission of the publisher.

This book expresses the authors views and opinions. The information contained in this book is provided without any express, statutory, or implied warranties. Neither the authors, Bleeding Edge Press, nor its resellers, or distributors will be held liable for any damages caused or alleged to be caused either directly or indirectly by this book.

ISBN 9781939902245

Published by: Bleeding Edge Press, Santa Rosa, CA 95404

Title: Deconstructing Google Cardboard Apps

Authors: Michael Vaissiere, Mike Pasamonik, Oleksandr Popov, and Peter Bickhofe

Editor: Troy Mott

Copy Editor: Christina Rudloff

Cover Design: ZoranFiver

Website: bleedingedgepress.com

Preface
Introducing Google Cardboard

Google Cardboard is one of the most accessible ways to experience virtual reality today, and has been called virtual realitys gateway drug. Its ease of use and affordability, coupled with the fact that it works with phones means that almost anyone can now be transported into virtual worlds. The platform was updated at this years Google I/O and was extended to iPhones, with many companies on board including YouTube and GoPro. Even educators can now take entire classrooms on virtual field trips anywhere in the world with the new Expeditions initiative.

This means that Google Cardboard is an exciting platform for developers, and this book will introduce developers to this new market utilizing both the Cardboard Android SDK and the Cardboard Unity SDK. From creating the ambiance and immersion of a virtual landscape, to using a smartphone camera to layer worlds with different filters, capturing and controlling speech, optimizing graphics, and even promoting your app in the Google Play store, this book will provide developers with everything they need to successfully build Google Cardboard applications.

What should you know prior to reading this book?

This book is aimed at mobile developers with Unity3D experience. The following level of knowledge is helpful to get the most out of this book:

  • 3D Authoring--you should know what mesh and a vertex are and have already played around with a tool like Blender, Sketches, or something similar.
  • Unity--you should have completed the basic tutorials and know how to build the sample scenes from Unity. You should know what a Prefab and a Shader are. You should know how to send an application to your phone.
  • Android--you should know what an apk is and know how to debug with adb.
Source code

For this book, you can download the source code at: https://github.com/backstopmedia/cardboard_book.

Authors
Michael Vaissiere

Michael Vaissier (aka Ryan Conrad in VR) has been working in IT for the past fifteen years, as a developer, enterprise architect, and a project manager. He is an indie developer creating Google Cardboard apps, creating the popular Alien Apartment VR. He loves crafting worlds, music, and stories and is passionate about science and astronomy.

Mike Pasamonik

Mike Pasamonik is the creator of Glitcher VR. He is a computer science graduate student and a full time software engineer at San Diego State Universitys Language Acquisition Resource Center, where his duties include writing and maintaining web and mobile applications. His primary area of study and interests are in artificial intelligence, computer vision, robotics, and VR.

Oleksandr Popov and Dymtro Popov

Oleksandr Popov and Dmytro Popov are the creators of Lanterns and Villages VR among many other applications. Dmytro is a 3D artist at Axiomworks, Inc. and a software developer at ELEKS Software. He is interested in creating more friendly and playful web design, Web 2.0, JavaScript programming, and cross-platform HTML-based mobile applications. Oleksandr is a PM, Developer at ELEKS Software.

Peter Bickhofe

Peter Bickhofe is the creator of WAA! When Asteroids Attack! He is a Game Developer, and is interested in Unity3D, VR, Location Based Gaming, and is the CEO of HighscoreBrothers.

Technical Reviewers

Raka Mahesa is a game programmer for Chocoarts (http://chocoarts.com/), a small game studio that creates games for mobile and PC. He is responsible for building new technology for the games that the studio is working on, whether its networking, creating a map editor, or even integrating VR. He also creates his own personal games in his spare time and is currently interested in VR since he believes it will play a big role in the future.

Scott Harber has been in the video game industry for almost 12 years, serving as a Technical Artist on titles such as Burnout 3, Need for Speed Hot Pursuit, and Battlefield Hardline. In 2014, he became an indie developer, where he worked on games for mobile, PC, Mac, and Wii U. During that time, he developed an interest in VR, releasing a PC game with Oculus Rift support, and also releasing a Google Cardboard app. Regarding the latter, he was the first Unity developer to publicly share re-usable code to reliably support Cardboards magnet button. To this day, multiple apps on the Play Store still run with this code. The app was later featured by Google, following an integration of the Cardboard SDK. In late 2014, he ceased indie development and returned to the games industry.

Casey Borders is professional developer with over 10 years of experience and has spent almost his entire career focusing on real-time, interactive 3D applications or mobile development.

Raul and Eduardo Acosta specialize in the creation and optimization of immersive environments and graphics for virtual reality and AR for a wide range of devices at Raiz (http://raiznewmedia.com/). They love to move and create graphics, experiments and exploring new ways in design environments for the incoming Virtual Reality.

Chapter 1. A VR Introduction
  • By Michael Vaissiere

I decided to buy Google Cardboard last winter because I already had fun with some 360 video applications (long before YouTube support) and thought it ought to be even more fun to add some depth into this thing.Doing it myself? Well...you have to buy the lenses anyway! So, I decided to be lazy. The day the package was shipped, I opened it, built it (five minutes), downloaded the official Google Cardboard application, inserted the phone, and...it was not working until I figured out that the NFC tag had to be there for some reason (at that time the application kept looping a video until the tag gave the NFC detection). Then, I turned on the NFC and inserted the phone again.

The WOW! effect

This is something you will hear from many people. The first time you gaze inside of the cardboard you roar a true WOW! I think it is mainly because of the surprise. At least it was for me. I was so far from expecting that two cheap lenses and a few gyroscopes would really bring the world of VR into my house. But it did. You see depth. You see things in the direction you look at. As unexpected as it is truly VR, people say WOW!.

The Huh effect

And then, a quarter of an hour passed. A quarter during which I tested 3D videos in YouTube, watched Windy day twice, and looked for a few places in Google Earth. Then I said to myself, Okay, thats cool but looking is not enough! I want to explore, I want to interact and I want to move just like I do in real life! So, here I am, thinking that the Google Cardboard official application is probably just a demonstrator, that the thing is so cool and that there must be plenty of content in the Play Store, but to my surprise, there was not. Whats even worse is that after downloading all of the VR applications that seemed to have potential, I quickly came to the conclusion that none of them would ever let me move, or at least not without a Bluetooth controller.

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