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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: 004.019
Contents:
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.
Summary: 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.
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Holdings
Item type Current library Call number Status Date due Barcode Item holds
Standard Loan Standard Loan ATU Sligo Yeats Library Main Lending Collection 004.019 JER (Browse shelf(Opens below)) Available 0063218
Total holds: 0

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.

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