Description

Book Synopsis
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 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. 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 towards innovative experiences.

Table of Contents
  • Introduction
  • Perception
  • Cybersickness
  • Interaction
  • Content Creation
  • Iterative Design
  • Conclusions and the Future

The VR Book: Human-Centered Design for Virtual

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    RRP £109.00 – you save £27.25 (25%)

    Order before 4pm today for delivery by Mon 22 Jun 2026.

    A Hardback by Jason Jerald


      View other formats and editions of The VR Book: Human-Centered Design for Virtual by Jason Jerald

      Publisher: Morgan & Claypool Publishers
      Publication Date: 30/09/2015
      ISBN13: 9781970001150, 978-1970001150
      ISBN10: 1970001151

      Description

      Book Synopsis
      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 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. 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 towards innovative experiences.

      Table of Contents
      • Introduction
      • Perception
      • Cybersickness
      • Interaction
      • Content Creation
      • Iterative Design
      • Conclusions and the Future

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