Reading AR/VR books is one of the best ways to keep in touch with the evolution of immersive technologies. These books are great reading material for content creators, developers, as well as people who want to stay in the loop. And, as AR and VR become increasingly complex and penetrate more industries, there are even more insights to write about.
What Are the Current Trends in AR/VR Books?
After practical advice to get started as an AR/VR professional, it is now time for authors to focus on more complex aspects of the industry. Thus, recent AR/VR books focus on the impact of the technology on various aspects of human life or the potential developments in the future.
They can inspire people looking for a career change. Also, they can help professionals adapt to the new technological wave in their field of activity. As for people who enjoy reading for leisure, some of the AR/VR books we will recommend will encourage them to become more familiar with the technology.
AR/VR Books We Recommend for Our Readers
Without any further introduction, these are our recommendations:
Authors: Giuliana Guazzaroni and Anitha S. Pillai (editors)
This is one of the AR/VR books that showcase the impact of new technology on critical aspects of human life. Education, art, and museums are part of the higher level of needs for people. And these fields are already undergoing a massive transformation thanks to AR and VR.
Thus, the editors of this book have decided to focus on the strategic role of immersive technologies in making education, arts, and museum more accessible and more exciting for users. The book highlights the benefits of embedding AR/VR technology into learning and the way people enjoy art in various forms. It is an educational read for artists, educators, developers, researches, education coordinators, and other stakeholders.
Authors: Tareq Ahram, Christianne Falcão (editors)
If you are looking for AR/VR books that show the way immersive technology helps with inclusion, this is a must-read. The editors have compiled the essence of the AHFE 2019 International Conference on Usability & User Experience and Conference on Human Factors and Assistive Technology.
They focus on key aspects such as: human-computer interactions, finding effective approaches to improve user experience, and using immersive technologies to design assistive devices.
Thus, it is a recommended read if your work or interests are focused on improving the lives of people with disabilities or impairment through the use of AR and VR.
Author: Ernest Cline
We decided to include a work of fiction on our list of recommended AR/VR books. Why? Because the story of the character Wade Watts, who escapes in a VR world called OASIS, is relevant for the role of the technology in people’s lives. The book goes deep into the motivations and emotional connections people develop for immersive technologies.
Thus, it can help content creators and developers understand the importance of their work for end-users and how a simple game can become part of people’s lifestyle.
Author: Samuel Greengard
In this book, you will discover the latest developments in the field of augmented reality, virtual reality and mixed reality. The book provides a background of these technologies, as well as the current researches conducted in the field.
At the same time, the author explores the current and future roles of these technologies in various industries and their impact on people’s lives. It is one of the best AR/VR books for people who want to become familiar with the state of XR, either as a professional or as a consumer of immersive technologies.
Authors: Woodrow Barfield and Marc J. Blitz
Books on AR/VR do not only deal with the way the technology works, but also the legal implications of human interactions with immersive content. This book addresses issues such as protected speech, data protection, and IP rights infringement. The authors focus on the way users act through virtual avatars and manipulate holographic objects with an end result in real life.
The book also shares the current state of specific legislation that impacts AR/VR in the USA, Europe, and several other countries.