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The VR book :human-centered design f...
~
Jerald, Jason.
The VR book :human-centered design for virtual reality /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
006.8
書名/作者:
The VR book : : human-centered design for virtual reality // Jason Jerald.
其他題名:
Virtual reality book :
作者:
Jerald, Jason.
出版者:
[New York] : : Association for Computing Machinery ;, c2016.
面頁冊數:
xxxiii, 599 p. : : ill. ;; 24 cm.
標題:
Human-computer interaction.
標題:
Virtual reality.
ISBN:
9781970001129 (pbk.) :
ISBN:
1970001127 (pbk.)
ISBN:
9781970001150 (hbk.)
ISBN:
1970001151 (hbk.)
書目註:
Includes bibliographical references (p. [541]-566) and index.
摘要、提要註:
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 1st 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.
The VR book :human-centered design for virtual reality /
Jerald, Jason.
The VR book :
human-centered design for virtual reality /Virtual reality book :human-centered design for virtual realityJason Jerald. - 1st ed. - [New York] :Association for Computing Machinery ;c2016. - xxxiii, 599 p. :ill. ;24 cm. - ACM books,#82374-6769 ;. - ACM books ;#8..
Includes bibliographical references (p. [541]-566) and index.
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 1st 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.
ISBN: 9781970001129 (pbk.) :NTD 2,278Subjects--Topical Terms:
337819
Human-computer interaction.
LC Class. No.: QA76.9.H85 / J47 2016
Dewey Class. No.: 006.8
The VR book :human-centered design for virtual reality /
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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 1st 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.
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