Notice bibliographique
- Notice
Type(s) de contenu et mode(s) de consultation : Texte noté : sans médiation
Auteur(s) : Jerald, Jason
Titre(s) : The VR book [Texte imprimé] : human-centered design for virtual reality / Jason Jerald,...
Publication : [New York] : Association for computing machinery ; [San Rafael, California] : Morgan
& Claypool publishers, copyright 2016
Description matérielle : 1 vol. (XXXIII-599 p.) : ill. ; 24 cm
Collection : ACM books, ISSN 2374-6769 ; 8
Lien à la collection : ACM books (Print)
Note(s) : Bibliogr. p. 541-566
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
Autre(s) forme(s) du titre :
- Autre forme du titre : The virtual reality book (human-centered design for virtual
reality)
Sujet(s) : Réalité virtuelle
Interaction humain-machine
Indice(s) Dewey :
006.8 (23e éd.) = Réalité augmentée et virtuelle
Identifiants, prix et caractéristiques : ISBN 9781970001129. - ISBN 1970001127. - ISBN 9781970001150. - ISBN 1970001151. -
ISBN 9781970001136. - ISBN 1970001135 (rel.)
Identifiant de la notice : ark:/12148/cb454484163
Notice n° :
FRBNF45448416
(notice reprise d'un réservoir extérieur)
Table des matières : 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.