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The VR book : human-centered design for virtual reality

The VR book : human-centered design for virtual reality (9회 대출)

자료유형
단행본
개인저자
Jerald, Jason.
서명 / 저자사항
The VR book : human-centered design for virtual reality / Jason Jerald.
발행사항
[S.l.] :   Association for Computing Machinery ; :   Morgan & Claypool,   c2016.  
형태사항
xxxiii, 599 p. : ill. (chiefly col.) ; 24 cm.
총서사항
ACM books,2374-6777 ; 8
ISBN
9781970001129 (pbk.) 9781970001150 (hbk.)
요약
Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only do users get frustrated, but they can get sick. 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. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design toward innovative experiences.
내용주기
Part I. Introduction and background -- 1. What is virtual reality? -- 1.1 The definition of virtual reality -- 1.2 VR is communication -- 1.3 What is VR good for? -- 2. A history of VR -- 2.1 The 1800s -- 2.2 The 1900s -- 2.3 The 2000s -- 3. An overview of various realities -- 3.1 Forms of reality -- 3.2 Reality systems -- 4. Immersion, presence, and reality trade-offs -- 4.1 Immersion -- 4.2 Presence -- 4.3 Illusions of presence -- 4.4 Reality trade-offs -- 5. The basics: design guidelines -- 5.1 Introduction and background -- 5.2 VR is communication -- 5.3 An overview of various realities -- 5.4 Immersion, presence, and reality trade-offs --
서지주기
Includes bibliographical references (p. [541]-566) and index.
일반주제명
Virtual reality. Human-computer interaction.
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100 1 ▼a Jerald, Jason.
245 1 4 ▼a The VR book : ▼b human-centered design for virtual reality / ▼c Jason Jerald.
246 3 ▼a Virtual reality book : ▼b human-centered design for virtual reality
260 ▼a [S.l.] : ▼b Association for Computing Machinery ; : ▼b Morgan & Claypool, ▼c c2016.
300 ▼a xxxiii, 599 p. : ▼b ill. (chiefly col.) ; ▼c 24 cm.
490 1 ▼a ACM books, ▼x 2374-6777 ; ▼v 8
504 ▼a Includes bibliographical references (p. [541]-566) and index.
505 0 ▼a Part I. Introduction and background -- 1. What is virtual reality? -- 1.1 The definition of virtual reality -- 1.2 VR is communication -- 1.3 What is VR good for? -- 2. A history of VR -- 2.1 The 1800s -- 2.2 The 1900s -- 2.3 The 2000s -- 3. An overview of various realities -- 3.1 Forms of reality -- 3.2 Reality systems -- 4. Immersion, presence, and reality trade-offs -- 4.1 Immersion -- 4.2 Presence -- 4.3 Illusions of presence -- 4.4 Reality trade-offs -- 5. The basics: design guidelines -- 5.1 Introduction and background -- 5.2 VR is communication -- 5.3 An overview of various realities -- 5.4 Immersion, presence, and reality trade-offs --
520 3 ▼a Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only do users get frustrated, but they can get sick. 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. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design toward innovative experiences.
650 0 ▼a Virtual reality.
650 0 ▼a Human-computer interaction.
830 0 ▼a ACM books ; ▼v 8.
945 ▼a KLPA

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No. 1 소장처 중앙도서관/서고6층/ 청구기호 004.019 J55v 등록번호 111760929 도서상태 대출가능 반납예정일 예약 서비스 B M
No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 과학도서관/Sci-Info(2층서고)/ 청구기호 004.019 J55v 등록번호 121251649 도서상태 대출가능 반납예정일 예약 서비스 B M

컨텐츠정보

목차

Part I. Introduction and background : What is virtual reality? : The definition of virtual reality ; VR is communication ; What is VR good for?
A history of VR : The 1800s ; The 1900s ; The 2000s
An overview of various realities : Forms of reality ; Reality systems
Immersion, presence, and reality trade-offs : Immersion ; Presence ; Illusions of presence ; Reality trade-offs
The basics: design guidelines : Introduction and background ; VR is communication ; An overview of various realities ; Immersion, presence, and reality trade-offs
Part II. Perception : Objective and subjective reality : Reality is subjective ; Perceptual illusions
Perceptual models and processes : Distal and proximal stimuli ; Sensation vs. perception ; Bottom-up and top-down processing ; Afference and efference ; Iterative perceptual processing ; The subconscious and conscious ; Visceral, behavioral, reflective, and emotional processes ; Mental models ; Neuro-linguistic programming
Perceptual modalities : Sight ; Hearing ; Touch ; Proprioception ; Balance and physical motion ; Smell and taste ; Multimodal perceptions
Perception of space and time : Space perception ; Time perception ; Motion perception
Perceptual stability, attention, and action : Perceptual constancies ; Adaptation ; Attention ; Action
Perception: design guidelines : Objective and subjective reality ; Perceptual models and processes ; Perceptual modalities ; Perception of space and time ; Perceptual stability, attention, and action
Part III. Adverse health effects : Motion sickness : Scene motion ; Motion sickness and vection ; Theories of motion sickness ; A unified model of motion sickness
Eye strain, seizures, and aftereffects : Accommodation-vergence conflict ; Binocular-occlusion conflict ; Flicker ; Aftereffects
Hardware challenges : Physical fatigue ; Headset fit ; Injury ; Hygiene
Latency : Negative effects of latency ; Latency thresholds ; Delayed perception as a function of dark adaptation ; Sources of delay ; Timing analysis
Measuring sickness : The Kennedy simulator sickness questionnaire ; Postural stability ; Physiological measures
Summary of factors that contribute to adverse effects : System factors ; Individual user factors ; Application design factors ; Presence vs. motion sickness
Examples of reducing adverse effects : Optimize adaptation ; Real-world stabilized cues ; Manipulate the world as an object ; Leading indicators ; Minimize visual accelerations and rotations ; Ratcheting ; Delay compensation ; Motion platforms ; Reducing gorilla arm ; Warning grids and fade-outs ; Medication
Adverse health effects: design guidelines : Hardware ; System calibration ; Latency reduction ; General design ; Motion design ; Interaction design ; Usage ; Measuring sickness
Part IV. Content creation : High-level concepts of content creation : Experiencing the story ; The core experience ; Conceptual integrity ; Gestalt perceptual organization
Environmental design : The scene ; Color and lighting ; Audio ; Sampling and aliasing ; Environmental wayfinding aids ; Real-world content
Affecting behavior : Personal wayfinding aids ; Center of action ; Field of view ; Casual vs. high-end VR ; Characters, avatars, and social networking
Transitioning to VR content creation : Paradigm shifts from traditional development to VR development ; Reusing existing content
Content creation: design guidelines : High-level concepts of content creation ; Environmental design ; Affecting behavior ; Transitioning to VR content creation
Part V. Interaction : Human-centered interaction : Intuitiveness ; Norman''s principles of interaction design ; Direct vs. indirect interaction ; The cycle of interaction ; The human hands
VR interaction concepts : Interaction fidelity ; Proprioceptive and egocentric interaction ; Reference frames ; Speech and gestures ; Modes and flow ; Multimodal interaction ; Beware of sickness and fatigue ; Visual-physical conflict and sensory substitution
Input devices : Input device characteristics ; Classes of hand input devices ; Classes of non-hand input devices
Interaction patterns and techniques : Selection patterns ; Manipulation patterns ; Viewpoint control patterns ; Indirect control patterns ; Compound patterns
Interaction: design guidelines : Human-centered interaction ; VR interaction concepts ; Input devices ; Interaction patterns and techniques
Part VI. Iterative design : Philosophy of iterative design : VR is both an art and a science ; Human-centered design ; Continuous discovery through iteration ; There is no one way, processes are project dependent ; Teams
The define stage : The vision ; Questions ; Assessment and feasibility ; High-level design considerations ; Objectives ; Key players ; Time and costs ; Risks ; Assumptions ; Project constraints ; Personas ; User stories ; Storyboards ; Scope ; Requirements
The make stage : Task analysis ; Design specification ; System considerations ; Simulation ; Networked environments ; Prototypes ; Final production ; Delivery
The learn stage : Communication and attitude ; Research concepts ; Constructivist approaches ; The scientific method ; Data analysis
Iterative design: design guidelines : Philosophy of iterative design ; The define stage ; The make stage ; The learn stage
Part VII. The future starts now : The present and future state of VR : Selling VR to the masses ; Culture of the VR community ; Communication ; Standards and open source ; Hardware ; The convergence of AR and VR
Getting started
Appendix A. Example questionnaire
Appendix B. Example interview guidelines
Glossary.

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