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020 _a978-1-970001-12-9
040 _aIIITD
082 _a006.8
_bJAR-V
100 _aJerald, Jason
245 _aThe VR book :
_bhuman-centered design for virtual reality
_cby Jason Jerald
260 _bMorgan & Claypool,
_aNew York :
_c©2016
300 _axxxiii, 599 p. :
_bill. ;
_c 24 cm.
504 _aIncludes bibliographical references (pages 541-566) and index.
505 _tPart I. Introduction and background
_tPart II. Perception: chapter 6. Objective and subjective reality
_tPart III. Adverse health effects
_tPart IV. Content creation
_tPart V. Interaction
_tPart VI. Iterative design
_tPart VII. The future starts now
520 _aVirtual 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 _aHuman-computer interaction.
650 _aOntwerpen.
650 _a Virtual reality.
650 _aVirtuele werkelijkheid.
650 _aVirtuelle Realität
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_cBK
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_d171360