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  • Formaat: 408 pages
  • Ilmumisaeg: 30-Dec-2022
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000830248

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The development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers. Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications.

The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences. Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered.

Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces. Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.



Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications.

Full of real-world examples, this book is an indispensable guide for any practicing VR developer interested in making efficient and effective interfaces.

Section I Understanding Virtual Reality and Users
Chapter 1 What Makes Virtual Reality Remarkable?
3(22)
1.1 Defining Virtual Reality
3(3)
1.2 Virtual Environments
6(2)
1.3 The Origins Of Vr
8(6)
1.4 A Short History Of Human Computer Interaction
14(3)
1.5 What Vr Can Do For Human-Computer Interaction
17(5)
1.6 Where Interaction Design Fits In
22(3)
Chapter 2 Making The Virtual Seem Real
25(34)
2.1 The Feeling Of Being There
25(2)
2.2 Immersion
27(16)
2.3 Presence
43(2)
2.4 Components Of Presence
45(7)
2.5 Other Sensations Of Reality Within Vr
52(1)
2.6 Measuring Presence
53(3)
2.7 Summary
56(3)
Chapter 3 Sensation And Perception
59(20)
3.1 Providing The Perception Of A Virtual World
59(1)
3.2 The Perceptual Process
60(6)
3.3 A Sensory View Of The Human Body
66(3)
3.4 Quantifying Stimulus
69(1)
3.5 Perceptive Tasks
70(7)
3.6 Summary
77(2)
Chapter 4 Supporting Primary Senses
79(40)
4.1 Visual Sensory Inputs
79(27)
4.2 Resolution
106(4)
4.3 Auditory Sensory Inputs
110(5)
4.4 The Physics Of Sound
115(1)
4.5 Sound And Games
116(2)
4.6 Summary
118(1)
Chapter 5 Supporting Peripheral Senses
119(26)
5.1 The Gustatory System--taste
119(7)
5.2 The Olfactory System--smell
126(6)
5.3 Somatosensory System
132(9)
5.4 The Proprioceptive System
141(1)
5.5 The Vestibular System
142(1)
5.6 Other Interoceptive Senses
143(1)
5.7 Summary
144(1)
Chapter 6 Perceiving Space And Scale
145(24)
6.1 Interpretation Of Space And Depth Cues
146(11)
6.2 Spatial Audio Reproduction
157(5)
6.3 Biological Mapping Of Space
162(2)
6.4 Non-Euclidean Geometry
164(5)
Chapter 7 Further Psychological Effects Of Inhabiting A Virtual Environment
169(26)
7.1 Effects Of Interactivity
169(9)
7.2 Embodiment Illusion
178(1)
7.3 Components Of Embodiment Illusion
178(8)
7.4 Emotion And Empathy
186(5)
7.5 Summary
191(4)
Section II Designing Virtual Interactions
Chapter 8 Experience Usability
195(42)
8.1 Introduction
195(3)
8.2 Usability Theory
198(5)
8.3 Human Factors In Usability
203(8)
8.4 Multiuser Considerations
211(5)
8.5 Designing For Accessibility
216(18)
8.6 Summary
234(3)
Chapter 9 Fictions Of Physics
237(24)
9.1 The Rules Of A Simulation
237(1)
9.2 Advantages Of A Consistent Set Of Physics
238(2)
9.3 World Inconsistency Boundaries
240(3)
9.4 Impacts Of World Inconsistency Boundaries
243(2)
9.5 Resolving World Inconsistency Issues
245(4)
9.6 Creating Boundaries For Player Safety
249(2)
9.7 Interaction Patterns For Boundary Handling
251(6)
9.8 Physics-Based Interactions
257(2)
9.9 Summary
259(2)
Chapter 10 Locomotion And Navigation
261(38)
10.1 Introduction
261(3)
10.2 Purposes Of Locomotion
264(7)
10.3 Artificial Locomotion Strategies
271(6)
10.4 Physical Locomotion Strategies
277(7)
10.5 Quantifying Locomotive Efficacy
284(7)
10.6 Physiological Effects Of Moving In Vr
291(6)
10.7 Summary
297(2)
Chapter 11 Activities And Interactions
299(46)
11.1 Affordance
299(11)
11.2 Familiarity
310(11)
11.3 Mapping
321(13)
11.4 Common Interactions In Vr
334(9)
11.5 Summary
343(2)
Chapter 12 Information Display
345(20)
12.1 Introduction
345(4)
12.2 Cautionary Tales
349(1)
12.3 Principles Of Information Display
350(12)
12.4 Information Display In Vr
362(1)
12.5 Summary
363(2)
Chapter 13 Translating Traditional Interfaces For VR
365(22)
13.1 A Summary Of Traditional UI
365(8)
13.2 Traditional Interfaces In VR
373(10)
13.3 Gestures
383(3)
13.4 Summary
386(1)
Bibliography 387(6)
Index 393
David Gerhard is head of the Department of Computer Science at the University of Manitoba. An award-winning teacher and researcher, his work focuses on information-rich human data in high-performance scenarios such as music and sport. This research combines information retrieval and sensor-based physical computing techniques with human-computer interaction and computational mediation, especially in virtual and augmented reality. His work is often interdisciplinary, incorporating supplementary analytics with social and artistic expression. Dr. Gerhard is a frequent contributor to public discourse on the impact of technology on society through media commentary and interviews for radio, print, and web.

Wil J. Norton has been involved in research on spatial computing usability since 2018, much of which was as a member of Dr. David Gerhard's aRMADILo Lab. Wil earned his BASc in electronics engineering from the University of Regina, and has focused on developing hardware for computer interfaces informed by sensory physiology. He is excited at the potential that spatial computing has to provide ways of interacting with computers that better match the human mind and body. In addition to his research, Wil is an avid runner, and enjoys drawing, painting, hobby electronics, and pretty much any other activity that involves working with his hands. Wil is currently a PhD candidate within CSAIL at MIT, where his work focuses on the development of high-resolution haptic displays.