Take Your XR Knowledge to Next Level with These Must-Read Books

Learn more about extended reality with our selection of books for developers, students, enthusiasts, and those interested in modern technologies. Our selection touches on various aspects of the development of virtual, augmented, and mixed reality, as well as their application areas, and highlights the work experience of specialists who worked with various XR programs and apps.

Whether you are a beginner or a professional, these XR books will give you more theory and practical use cases that will provide you with new knowledge, skills, and inspiration for your future work.

The VR Book: Human-Centered Design for Virtual Reality by Jason Jerald

Jason Jerald’s book covers how to create VR experiences with user-centered design. Dr. Jerald is the Co-founder and Principal Consultant of NextGen Interactions, which develops VR content.

Creating such experiences is quite a difficult task. And quite often the reasons for the failure of VR programs and applications are not the limitations of the technology itself, but a poor understanding of a user perceiving and interacting with this technology.

This book provides useful tips on how to improve your virtual application and make it more user-friendly. A reader will find out more about how to make their experience more intuitive and the causes of motion sickness in virtual reality.

This book is intended for VR designers, programmers, engineers, students, teachers, and other professionals who work in the field of immersive technologies.

You can buy the book here: https://www.amazon.com/VR-Book-Human-Centered-Virtual-Reality/dp/1970001127 

Augmented Human: How Technology is Shaping the New Reality by Helen Papagiannis

The book by Dr. Helen Papagiannis covers the essence of augmented reality, the possibilities of this technology, in which direction AR can evolve, and how augmented reality is already changing our interaction with modern technologies in various areas of life.

Dr. Helen Papagiannis is a leading expert in the world of augmented reality and the founder of XR Goes Pop. You can read more about her and other outstanding women in XR here

In the book, a reader will also learn about the technical features of AR-friendly gadgets, new approaches to storytelling in augmented reality, how our doppelgangers can learn the behavior of the original physical object and much more.

The Augmented Human Guide is intended for designers, developers, students, business leaders, artists, educators, and anyone who is just curious about AR.

You can buy the book here: https://www.amazon.com/Augmented-Human-Technology-Shaping-Reality/dp/1491928328 

Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing by Erin Pangilinan, et al.

In this book, Erin Pangillian, along with Steve Lukas and Vasanth Mohan, evaluate the development of virtual and augmented reality and offer advice on how to improve the skills of designing XR experiences.

Pangillian is an entrepreneur, computer designer, software developer, and author of her own blog. Steve Lukas is the director of product management in Qualcomm Technologies, Inc.’s XR business group. Vasanth Mohan is the founder of FusedVR and the VR developer of the Nanodegree Course.

The book by the aforementioned developers offers readers instructions and techniques on how to create convenient and practical applications, and these instructions are supported by theoretical material and examples of successful use cases.

The authors also interviewed other experienced developers in the industry, such as Timoni West, Vice President, Virtual and Augmented Reality at Unity, Victor Prisacariu, Professor of Information Engineering at the University of Oxford, and Nicolas Meuleau, Director of Game AI at Unity.

Creating Augmented and Virtual Realities is for designers, artists, and developers working with ARKit, ARCore, spatial maps, and cross-platform applications for virtual reality headsets.

You can buy the book here: https://www.amazon.com/Creating-Augmented-Virtual-Realities-Next-Generation/dp/1492044199 

Augmented Reality: Principles and Practice by Dieter Schmalstieg and Tobias Hollerer

The book by Dieter Schmalstieg and Tobias Hollerer tells in detail about augmented reality technology and how AR changes the human perception of modern technologies.

Dieter Schmalstieg is an Austrian computer scientist, professor, and head of the Institute of Computer Graphics and Vision at Graz University of Technology. Tobias Hollerer is a professor of Computer Science at the University of California, Santa Barbara.

Schmalstieg and Hollerer’s book describes in detail augmented reality from a technological perspective, revealing the nuances of developing AR applications, from types of displays and trackers to building and interacting with 3D objects.

This book is intended for developers, students, engineers, researchers, and those interested in the development of augmented reality.

You can buy the book here: https://www.amazon.com/Augmented-Reality-Principles-Practice-Usability/dp/0321883578 

Performing Mixed Reality by Steve Benford and Gabriella Giannachi

In this book, Steve Benford and Gabriella Giannachi explore the topic of mixed reality as a tool for live performance enhancement.

Benford is a Professor of Collaborative Computing in the School of Computer Science at the University of Nottingham. Giannachi is a Professor of Performance and New Media and Director of the Center for Intermedia at the University of Exeter.

Performing Mixed Reality highlights the topics of how immersive technologies are transforming the theater. In the book, the authors describe the theory and practical use cases of using mixed reality for live performances, drawing on work and research carried out in the Mixed Reality Laboratory at the University of Nottingham. The book also includes interviews with lab researchers and artists. These insights give a reader a more comprehensive understanding of how to implement MR.

The book was originally published in August 2011, but the most recent reissue came out last November. Book Authority listed it as one of the top XR books to read in 2023.

You can buy the book here: https://www.amazon.com/Performing-Mixed-Reality-Steve-Benford/dp/0262546507 

 

The books mentioned in this article will give you a deeper understanding of the vast potential of extended reality that is currently changing our world. You can also discover new techniques and practical skills to make your applications more efficient and convenient for customers. So, start reading and explore the limitless world of XR, where you are sure to find something for yourself.

Image: Unsplash.

Latest Articles

March 24, 2025
VR & MR Headsets: How to Choose the Right One for Your Product

Introduction Virtual and mixed reality headsets are not just cool toys to show off at parties, though they’re definitely good for that. They train surgeons without risking a single patient, build immersive classrooms without ever leaving home, and even help to design something with unparalleled precision. But choosing VR/MR headsets … It’s not as simple as picking what looks sleek or what catches your eye on the shelf. And we get it. The difference between a headset that’s wired, standalone, or capable of merging the real and digital worlds is confusing sometimes. But we’ll break it all down in a way that makes sense. Types of VR Headsets VR and MR headsets have different capabilities. However, choosing the perfect one is less about specs and more about how they fit your needs and what you want to achieve. Here’s the lineup… Wired Headsets Wired headsets like HTC Vive Pro and Oculus Rift S should be connected to a high-performance PC to deliver stunningly detailed visuals and incredibly accurate tracking. Expect razor-sharp visuals that make virtual grass look better than real grass and tracking so on-point, you’d swear it knows what you’re about to do before you do. Wired headsets are best for high-stakes environments like surgical training, designing complex structures, or running realistic simulations for industries like aerospace. However, you’ll need a powerful computer to even get started, and a cable does mean less freedom to move around. Standalone Headsets No strings attached. Literally. Standalone headsets like Oculus Quest Pro, Meta Quest 3, Pico Neo 4, and many more) are lightweight, self-contained, and wireless, so you can jump between work and play with no need for external hardware. They are perfect for on-the-go use, casual gaming, and quick training sessions. From portable training setups to spontaneous VR adventures at home, these headsets are flexible and always ready for action (and by “action”, we mostly mean Zoom calls in VR if we’re being honest). However, standalone headsets may not flex enough for detailed, high-performance applications like ultra-realistic design work or creating highly detailed environments. Mixed Reality (MR) Headsets Mixed reality headsets blur the line between physical and digital worlds. They don’t just whisk you to a virtual reality — they invite the virtual to come hang out in your real one. And this means holograms nested on your desk, live data charts floating in the air, and playing chess with a virtual opponent right at your dining room table. MR headsets like HoloLens 2 or Magic Leap 2 shine in hybrid learning environments, AR-powered training, and collaborative work requiring detailed, interactive visuals thanks to their advanced features like hand tracking and spacial awareness. MR headsets like HoloLens 2 or Magic Leap 2 shine in hybrid learning environments, AR-powered training, and collaborative work requiring detailed, interactive visuals thanks to their advanced features like hand tracking and spacial awareness. The question isn’t just in what these headsets can do. It’s in how they fit into your reality, your goals, and your imagination. Now, the only question left is… which type is best for your needs? Detailed Headset Comparisons It’s time for us to play matchmaker between you and the headsets that align with your goals and vision. No awkward small talk here, just straight-to-the-point profiles of the top contenders. HTC Vive Pro This is your choice if you demand nothing but the best. With a resolution of 2448 x 2448 pixels per eye, it delivers visuals so sharp and detailed that they bring virtual landscapes to life with stunning clarity. HTC Vive Pro comes with base-station tracking that practically reads your mind, and every movement you make in the real world reflects perfectly in the virtual one. But this kind of performance doesn’t come without requirements. Like any overachiever, it’s got high standards and requires some serious backup. You’ll need a PC beefy enough to bench press an Intel Core i7 and an NVIDIA GeForce RTX 2070. High maintenance is also required, but it’s totally worth it. Best for: High-performance use cases like advanced simulations, surgical training, or projects that demand ultra-realistic visuals and tracking accuracy. Meta Quest 3 Unlilke the HTC Vive Pro, the Meta Quest 3 doesn’t require a tethered PV setup cling. This headset glides between VR and MR like a pro. One minute you’re battling in an entirely virtual world, and the next, you’re tossing virtual sticky notes onto your very real fridge. Meta Quest 3 doesn’t match the ultra-high resolution of the Vive Pro, but its display resolution reaches 2064 x 2208 pixels per eye — and this means sharp and clear visuals that are more than adequate for training sessions, casual games, and other applications. Best for: Portable classrooms, mobile training sessions, or casual VR activities. Magic Leap 2 The Magic Leap 2 sets itself apart not with flashy design, but with seamless hand and eye tracking that precisely follow your movements and the headset that feels like it knows you. This headset is the one you want when you’re blending digital overlays with your real-life interactions. 2048 x 1080 pixels per eye and the 70 degrees diagonal field of view come with a price tag that’s way loftier than its competitors. But remember that visionaries always play on their terms Best for: Interactive lessons, augmented reality showstoppers, or drawing attention at industry conventions with show-stopping demos. HTC Vive XR Elite The HTC Vive XR Elite doesn’t confine itself to one category. It’s built for users who expect both performance and portability in one device. 1920 x 1920 resolution per eye doesn’t make it quite as flashy as the overachiever above, but it makes up for it with adaptability. This headset switches from wired to wireless within moments and keeps up with how you want to work or create. Best for: Flexible setups, easily transitioning between wired and wireless experiences, and managing dynamic workflows. Oculus Quest Pro The Oculus Quest Pro is a devices that lets its capabilities speak for themselves. Its smooth and reliable performance,…

October 4, 2024
Meta Connect 2024: Major Innovations in AR, VR, and AI

Meta Connect 2024 explored new horizons in the domains of augmented reality, virtual reality, and artificial intelligence. From affordable mixed reality headsets to next-generation AI-integrated devices, let’s take a look at the salient features of the event and what they entail for the future of immersive technologies. Meta CEO Mark Zuckerberg speaks at Meta Connect, Meta’s annual event on its latest software and hardware, in Menlo Park, California, on Sept. 25, 2024. David Paul Morris / Bloomberg / Contributor / Getty Images Orion AR Glasses At the metaverse where people and objects interact, Meta showcased a concept of Orion AR Glasses that allows users to view holographic video content. The focus was on hand-gesture control, offering a seamless, hands-free experience for interacting with digital content. The wearable augmented reality market estimates looked like a massive increase in sales and the buyouts of the market as analysts believed are rear-to-market figures standing at 114.5 billion US dollars in the year 2030. The Orion glasses are Meta’s courageous and aggressive tilt towards this booming market segment. Applications can extend to hands-free navigation, virtual conferences, gaming, training sessions, and more. Quest 3S Headset Meta’s Quest 3S is priced affordably at $299 for the 128 GB model, making it one of the most accessible mixed reality headsets available. This particular headset offers the possibility of both virtual immersion (via VR headsets) and active augmented interaction (via AR headsets). Meta hopes to incorporate a variety of other applications in the Quest 3S to enhance the overall experience. Display: It employs the most modern and advanced pancake lenses which deliver sharper pictures and vibrant colors and virtually eliminate the ‘screen-door effect’ witnessed in previous VR devices. Processor: Qualcomm’s Snapdragon XR2 Gen 2 chip cuts short the loading time, thus incorporating smoother graphics and better performance. Resolution: Improvement of more than 50 pixels is observed in most of the devices compared to older iterations on the market, making them better cater to the customers’ needs Hand-Tracking: Eliminating the need for software, such as controllers mandatory for interaction with the virtual world, with the advanced hand-tracking mechanisms being introduced. Mixed Reality: A smooth transition between AR and VR fluidly makes them applicable in diverse fields like training and education, health issues, games, and many others. With a projected $13 billion global market for AR/VR devices by 2025, Meta is positioning the Quest 3S as a leader in accessible mixed reality. Meta AI Updates Meta Incorporated released new AI-assisted features, such as the ability to talk to John Cena through a celebrity avatar. These avatars provide a great degree of individuality and entertainment in the digital environment. Furthermore, one can benefit from live translation functions that help enhance multilingual art communication and promote cultural and social interaction. The introduction of AI-powered avatars and the use of AI tools for translation promotes the more engaging experiences with great application potential for international business communication, social networks, and games. Approximately, 85% of customer sales interactions will be run through AI and its related technologies. By 2030, these tools may have become one of the main forms of digital communication. AI Image Generation for Facebook and Instagram Meta has also revealed new capabilities of its AI tools, which allow users to create and post images right in Facebook and Instagram. The feature helps followers or users in this case to create simple tailored images quickly and therefore contributes to the users’ social media marketing. These AI widgets align with Meta’s plans to increase user interaction on the company’s platforms. Social media engagement holds 65% of the market of visual content marketers, stating that visual content increases engagement. These tools enable the audience to easily generate high-quality sharable visual images without any design background. AI for Instagram Reels: Auto-Dubbing and Lip-Syncing Advancing Meta’s well-known Artificial Intelligence capabilities, Instagram Reels will, in the near future, come equipped with automatic dubbing and lip-syncing features powered by the artificial intelligence. This new feature is likely to ease the work of content creators, especially those looking to elevate their video storytelling with less time dedicated to editing. The feature is not limited to countries with populations of over two billion Instagram users. Instead, this refers to Instagram’s own large user base, which exceeds two billion monthly active users globally. This AI-powered feature will streamline content creation and boost the volume and quality of user-generated content. Ray-Ban Smart Glasses The company also shared the news about the extensions of the undoubted and brightest technology of the — its Ray-Ban Smart Glasses which will become commercially available in late 2024. Enhanced artificial intelligence capabilities will include the glasses with hands-free audio and the ability to provide real-time translation. The company’s vision was making Ray-Ban spectacles more user friendly to help those who wear them with complicated tasks, such as language translation, through the use of artificial intelligence. At Meta Connect 2024, again, the company declared their aim to bring immersive technology to the masses by offering low-priced equipment and advanced AI capabilities. Meta is confident to lead the new era of AR, VR, and AI innovations in products such as the Quest 3S, AI-enhanced Instagram features, and improved Ray-Ban smart glasses. With these processes integrated into our digital lives, users will discover new ways to interact, create, and communicate within virtual worlds.

September 5, 2024
Gamescom 2024: The Future of Gaming is Here, and It’s Bigger Than Ever

This year’s Gamescom 2024 in Cologne, Germany, provided proof of the gaming industry’s astounding growth. Our team was thrilled to have a chance to attend this event, which showcased the latest in gaming and gave us a glimpse into the future of the industry. Gamescom 2024 was a record-breaking conference, with over 335,000 guests from about 120 nations, making it one of the world’s largest and most international gaming gatherings. This year’s showcase had a considerable rise in attendance — nearly 15,000 people over the previous year. Gamescom 2024 introduced new hardware advances used for the next generation of video games. Improvements in CPUs and video cards, particularly from big companies in the industry like AMD and NVIDIA, are pushing the boundaries of what is feasible for games in terms of performance and graphics. For example, NVIDIA introduced the forthcoming GeForce RTX series, which promises unprecedented levels of immersion and realism. Not to be outdone, AMD has introduced a new series of Ryzen processors designed to survive the most extreme gaming settings. These technological advancements are critical as they allow video game developers to create more complex and visually stunning games, particularly for virtual reality. As processing power increases, virtual reality is reaching new heights. We saw numerous VR-capable games at Gamescom that offer players an unparalleled level of immersion. Being a VR/AR development company, we were excited to watch how technology was evolving and what new possibilities it was bringing up. The video game called “Half-Life: Alyx” has set a new standard, and it’s clear that VR is no longer a niche but a growing segment of the gaming market. Gamescom’s format proved its strength, as indicated by the fact that its two days were run in two formats. Gamescom stands out from other games exhibitions or conventions by being both a business and consumer show. This dual format enables the developers to collect feedback on their products immediately. This is especially so when meeting prospective clients during a presentation or when giving a demonstration to gamers, the response elicited is very helpful. Rarely does anyone get a chance to witness the actual implementation and real-world effect of what they have done.



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