|
Section I Understanding Virtual Reality and Users |
|
|
|
Chapter 1 What Makes Virtual Reality Remarkable? |
|
|
3 | (22) |
|
1.1 Defining Virtual Reality |
|
|
3 | (3) |
|
|
6 | (2) |
|
|
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) |
|
|
27 | (16) |
|
|
43 | (2) |
|
2.4 Components Of Presence |
|
|
45 | (7) |
|
2.5 Other Sensations Of Reality Within Vr |
|
|
52 | (1) |
|
|
53 | (3) |
|
|
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) |
|
|
69 | (1) |
|
|
70 | (7) |
|
|
77 | (2) |
|
Chapter 4 Supporting Primary Senses |
|
|
79 | (40) |
|
4.1 Visual Sensory Inputs |
|
|
79 | (27) |
|
|
106 | (4) |
|
4.3 Auditory Sensory Inputs |
|
|
110 | (5) |
|
|
115 | (1) |
|
|
116 | (2) |
|
|
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) |
|
|
132 | (9) |
|
5.4 The Proprioceptive System |
|
|
141 | (1) |
|
5.5 The Vestibular System |
|
|
142 | (1) |
|
5.6 Other Interoceptive Senses |
|
|
143 | (1) |
|
|
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) |
|
|
178 | (1) |
|
7.3 Components Of Embodiment Illusion |
|
|
178 | (8) |
|
|
186 | (5) |
|
|
191 | (4) |
|
Section II Designing Virtual Interactions |
|
|
|
Chapter 8 Experience Usability |
|
|
195 | (42) |
|
|
195 | (3) |
|
|
198 | (5) |
|
8.3 Human Factors In Usability |
|
|
203 | (8) |
|
8.4 Multiuser Considerations |
|
|
211 | (5) |
|
8.5 Designing For Accessibility |
|
|
216 | (18) |
|
|
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) |
|
|
259 | (2) |
|
Chapter 10 Locomotion And Navigation |
|
|
261 | (38) |
|
|
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) |
|
|
297 | (2) |
|
Chapter 11 Activities And Interactions |
|
|
299 | (46) |
|
|
299 | (11) |
|
|
310 | (11) |
|
|
321 | (13) |
|
11.4 Common Interactions In Vr |
|
|
334 | (9) |
|
|
343 | (2) |
|
Chapter 12 Information Display |
|
|
345 | (20) |
|
|
345 | (4) |
|
|
349 | (1) |
|
12.3 Principles Of Information Display |
|
|
350 | (12) |
|
12.4 Information Display In Vr |
|
|
362 | (1) |
|
|
363 | (2) |
|
Chapter 13 Translating Traditional Interfaces For Vr |
|
|
365 | (22) |
|
13.1 A Summary Of Traditional Ul |
|
|
365 | (8) |
|
13.2 Traditional Interfaces In Vr |
|
|
373 | (10) |
|
|
383 | (3) |
|
|
386 | (1) |
Bibliography |
|
387 | (6) |
Index |
|
393 | |