The VR book : human-centered design for virtual ... Read More
Available copies
- 1 of 1 copy available at Berklee College of Music.
Current holds
1 current hold with 1 total copy.
Show Only Available Copies
Location | Call Number / Copy Notes | Barcode | Shelving Location | Holdable? | Status | Due Date |
---|---|---|---|---|---|---|
Stan Getz Library | QA76.9.H85 J47 2016 | 37684001103686 | Getz Stacks | Copy hold / Volume hold | Available | - |
Record details
- ISBN: 9781970001129
- ISBN: 1970001127
- ISBN: 9781970001150
- ISBN: 1970001151
- ISBN: 9781970001136
- ISBN: 1970001135
- Physical Description: xxxiii, 599 pages : illustrations ; 24 cm.
- Edition: First edition.
- Publisher: [New York] : Association for Computing Machinery ; [2016]
- Copyright: ©2016
Content descriptions
Bibliography, etc. Note: | Includes bibliographical references (pages ... Read More |
Formatted Contents Note: | Part I. Introduction and background : What is ... Read More Part II. Perception : Objective and subjective ... Read More Part III. Adverse health effects : Motion sickness ... Read More Part IV. Content creation : High-level concepts of ... Read More Part V. Interaction : Human-centered interaction : ... Read More Part VI. Iterative design : Philosophy of ... Read More Part VII. The future starts now : The present and ... Read More |
Summary, etc.: | Virtual reality (VR) can provide our minds with ... Read More |
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Subject: | Human-computer interaction. Virtual reality. |
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Summary:
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.