The VR book : human-centered design for virtual reality /
By: Jerald, Jason [author.].
Series: ACM books: #8.Publisher: [New York] : [San Rafael, California] : Association for Computing Machinery ; M & C, Morgan & Claypool, [2016]Description: xxxiii, 601 pages : illustrations (some colour) ; 24 cm.Content type: text | text | still image Media type: unmediated | unmediated Carrier type: volume | volumeISBN: 9781970001129; 9781970001129:; 1970001127; 9781970001150; 1970001151; 9781970001136; 1970001135.Other title: Virtual reality book : human-centered design for virtual reality.Subject(s): Human-computer interaction | Virtual realityDDC classification: 004.019Item type | Current library | Call number | Status | Date due | Barcode | Item holds |
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ATU Sligo Yeats Library Main Lending Collection | 004.019 JER (Browse shelf(Opens below)) | Available | 0063218 |
Includes bibliographical references (pages 541-566) and index.
Preface -- Figure credits -- Overview -- What is virtual reality? -- A history of VR -- An overview of various realities -- Immersion, presence, and reality trade-offs -- The basics: design guidelines -- Objective and subjective reality -- Perceptual models and processes -- Perceptual modalities -- Perception of space and time -- Perceptual stability, attention, and action -- Perception : design guidelines -- Motion sickness -- Eye strain, seizures, and aftereffects -- Hardware challenges -- Latency -- Measuring sickness -- Summary of factors that contribute to adverse effects -- Examples of reducing adverse effects -- Adverse health effects: design guidelines -- High-level concepts of content creation -- Environmental design -- Affecting behavior -- Transitioning to VR content creation -- Content creation: design guidelines -- Human-centered interaction -- VR interaction concepts -- Input devices -- Interaction patterns and techniques -- Interaction: design guidelines -- Philosophy of iterative design -- The define stage -- The make stage -- The learn stage -- Iterative design: design guidelines -- The present and future state of VR -- Getting started -- Appendix A : example questionnaire -- Appendix B : example interview guidelines -- Glossary.
When virtual reality (VR) is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR.