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The history of the future : Oculus, Facebook and the revolution that swept virtual reality / Blake J. Harris.

By: Contributor(s): Material type: TextTextLanguage: English Publisher: New York, NY : Dey St., an imprint of William Morrow, 2020Description: xx, 569 pages, 8 unnumbered pages of plates : colour illustrations ; 23 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9780062455970
  • 0062455974
Subject(s): Genre/Form: DDC classification:
  • 006.8
LOC classification:
  • QA 76.9 H313h 2020
Contents:
Foreword / Ernest Cline -- PART ONE. THE REVOLUTION VIRTUAL: 1. The boy who lived to mod -- 2. Carmack the Magnificent -- 3. A tale of two trade shows -- 4. The Scaleform Mafia -- 5 STK -- 6. Pivots, prototypes and partnerships -- 7. Freedom is happiness -- 8. That fateful promise -- 9. Mount up -- 10. Valve! -- 11. Kickstarter -- PART TWO. HOW TO BUILD A COMPANY: 12. The king of pop software -- 13. Showtime -- 14. The anomalies -- 15. The Hong Kong shuffle -- 16. Just kids -- 17. Oculus vs. Ouya -- 18. Good, better and best at the 2013 CES -- 19. Proverbs 20, verse 16 -- 20. Wall-to-wall drama -- 21. GDC -- PART THREE. THE GOOD OLD DAYS: 22. Move slow and build things (aka Facebook 2.0) -- 23. Nine stories -- 24. The future of gaming -- 25. Andrew Reisse -- 26. Ideas so crazy they just might -- 27. The room -- 28. Jockeying for position -- 29. Zuckerberg intrigued -- 30. Blue's clues -- 31. The backlash -- 32. The new normal -- 33. Enter NTC -- 34. Out of the woodwork -- 35. Charging forward -- 36. Canaries in the coal mine -- PART FOUR. POLITICS: 37. Twelve days in 2015 -- 38. Awaken the sleeping giants -- 39. Lockdown -- 40. Entitlement checks -- 41. The devil is in the details -- 42. Nimble -- 43. Internet drama -- 44. The daily beast -- 45. Exile -- 46. The heist, the comedy and the fantasy vs. the documentary -- 47. The verdict -- 48. The seemingly impossible challenge -- 49. Employee number one -- 50. He's back.
Summary: The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. In 2012, nineteen-year-old Palmer Luckey -- inventor, gamer, dreamer -- lives alone in a trailer in Long Beach, California, that he has transformed into a makeshift laboratory optimized to build virtual reality headsets -- a technology most believed died in the nineties. Luckey, however, is adamant about its resurrection; so, too, are other visionaries. Enter famed coder and video game pioneer John Carmack, who is developing a game that might be the perfect software companion to Luckey's hardware. Soon enough, the two team up, and with the help of a charismatic serial entrepreneur, a brilliant Russian programmer, and dozens of other colorful characters, Luckey's scrappy startup -- Oculus -- kickstarts a virtual reality revolution. What happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned, and never-ending twists and turns-including an unlikely, multi-billion-dollar acquisition by Facebook's Mark Zuckerberg, who wants to help bring VR to the masses. The result is a modern-day tale of the American Dream that is a front-row seat to the birth of a game-changing new industry.
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Holdings
Item type Current library Home library Collection Shelving location Call number Copy number Status Barcode
Libro Libro Biblioteca Juan Bosch Biblioteca Juan Bosch Humanidades Humanidades (4to. Piso) QA 76.9 H313h 2020 (Browse shelf(Opens below)) 1 Available 00000189996

Originally published: 2019

Includes bibliographical references.

Foreword / Ernest Cline -- PART ONE. THE REVOLUTION VIRTUAL: 1. The boy who lived to mod -- 2. Carmack the Magnificent -- 3. A tale of two trade shows -- 4. The Scaleform Mafia -- 5 STK -- 6. Pivots, prototypes and partnerships -- 7. Freedom is happiness -- 8. That fateful promise -- 9. Mount up -- 10. Valve! -- 11. Kickstarter -- PART TWO. HOW TO BUILD A COMPANY: 12. The king of pop software -- 13. Showtime -- 14. The anomalies -- 15. The Hong Kong shuffle -- 16. Just kids -- 17. Oculus vs. Ouya -- 18. Good, better and best at the 2013 CES -- 19. Proverbs 20, verse 16 -- 20. Wall-to-wall drama -- 21. GDC -- PART THREE. THE GOOD OLD DAYS: 22. Move slow and build things (aka Facebook 2.0) -- 23. Nine stories -- 24. The future of gaming -- 25. Andrew Reisse -- 26. Ideas so crazy they just might -- 27. The room -- 28. Jockeying for position -- 29. Zuckerberg intrigued -- 30. Blue's clues -- 31. The backlash -- 32. The new normal -- 33. Enter NTC -- 34. Out of the woodwork -- 35. Charging forward -- 36. Canaries in the coal mine -- PART FOUR. POLITICS: 37. Twelve days in 2015 -- 38. Awaken the sleeping giants -- 39. Lockdown -- 40. Entitlement checks -- 41. The devil is in the details -- 42. Nimble -- 43. Internet drama -- 44. The daily beast -- 45. Exile -- 46. The heist, the comedy and the fantasy vs. the documentary -- 47. The verdict -- 48. The seemingly impossible challenge -- 49. Employee number one -- 50. He's back.

The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. In 2012, nineteen-year-old Palmer Luckey -- inventor, gamer, dreamer -- lives alone in a trailer in Long Beach, California, that he has transformed into a makeshift laboratory optimized to build virtual reality headsets -- a technology most believed died in the nineties. Luckey, however, is adamant about its resurrection; so, too, are other visionaries. Enter famed coder and video game pioneer John Carmack, who is developing a game that might be the perfect software companion to Luckey's hardware. Soon enough, the two team up, and with the help of a charismatic serial entrepreneur, a brilliant Russian programmer, and dozens of other colorful characters, Luckey's scrappy startup -- Oculus -- kickstarts a virtual reality revolution. What happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned, and never-ending twists and turns-including an unlikely, multi-billion-dollar acquisition by Facebook's Mark Zuckerberg, who wants to help bring VR to the masses. The result is a modern-day tale of the American Dream that is a front-row seat to the birth of a game-changing new industry.

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