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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£81.75

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RRP £109.00 – you save £27.25 (25%)

Order before 4pm tomorrow for delivery by Wed 21 Jan 2026.

A Hardback by Jason Jerald

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    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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