The VR book: human-centered design for Virtual Reality
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
[New York]
acm, Association for Computing Machinery
[2016]
[San Rafael] M&C, Morgan & Claypool Publishers |
Ausgabe: | First edition |
Schriftenreihe: | ACM books
#8 |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | xxxiii, 599 Seiten Illustrationen, Diagramme |
ISBN: | 9781970001129 9781970001150 |
Internformat
MARC
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Datensatz im Suchindex
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adam_text |
Contents
PARTI
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Preface xix
Figure Credits xxvii
Overview 1
INTRODUCTION AND BACKGROUND 7
What Is Virtual Reality? 9
1.1 The Definition of Virtual Reality 9
1.2 VR Is Communication 10
1.3 What Is VR Good For? 12
A History of VR 15
2.1 The 1800s 15
2.2 The 1900s 18
2.3 The 2000s 27
An Overview of Various Realities 29
3.1 Forms of Reality 29
3.2 Reality Systems 30
Immersion, Presence, and Reality Trade-Offs 45
4.1 Immersion 45
4.2 Presence 46
4.3 Illusions of Presence 47
1.4 Reality Trade-Offs 49 *
* Practitioner chapters are marked with a star next to the chapter number. See page 5 for
explanation.
xii Contents
* Chapter 5 The Basics: Design Guidelines 53
5.1 Introduction and Background 53
5.2 VR Is Communication 53
5.3 An Overview of Various Realities 54
5.4 Immersion, Presence, and Reality Trade-Offs 54
PART II PERCEPTION 55
Chapter 6 Objective and Subjective Reality 59
6.1 Reality Is Subjective 59
6.2 Perceptual Illusions 61
Chapter 7 Perceptual Models and Processes 71
7.1 Distal and Proximal Stimuli 71
7.2 Sensation vs. Perception 72
7.3 Bottom-Up and Top-Down Processing 73
7.4 Afference and Efference 73
7.5 Iterative Perceptual Processing 74
7.6 The Subconscious and Conscious 76
7.7 Visceral, Behavioral, Reflective, and Emotional Processes 77
7.8 Mental Models 79
7.9 Neuro-Linguistic Programming 80
Chapter 8 Perceptual Modalities 85
8.1 Sight 85 '
8.2 Hearing 99
8.3 Touch 103
8.4 Proprioception 105
8.5 Balance and Physical Motion 106
8.6 Smell and Taste 107
8.7 Multimodal Perceptions 108
Chapters Perception of Space and Time 111
9.1 Space Perception 111
9.2 Time Perception 124
9.3 Motion Perception 129
Chapter 10
* Chapter 11
PART III
Chapter 12
Chapter 13
Chapter 14
Chapter 15
Perceptual Stability, Attention, and Action 139
10.1 Perceptual Constancies 139
10.2 Adaptation 143
10.3 Attention 146
10.4 Action 151
Perception: Design Guidelines 155
11.1 Objective and Subjective Reality 155
11.2 Perceptual Models and Processes 155
11.3 Perceptual Modalities 156
11.4 Perception of Space and Time 156
11.5 Perceptual Stability, Attention, and Action 157
ADVERSE HEALTH EFFECTS 159
Motion Sickness 163
12.1 Scene Motion 163
12.2 Motion Sickness and Vection 164
12.3 Theories of Motion Sickness 165
12.4 A Unified Model of Motion Sickness 169
Eye Strain, Seizures, and Aftereffects 173
13.1 Accommodation-Vergence Conflict 173
13.2 Binocular-Occlusion Conflict 173
13.3 Flicker 174
13.4 Aftereffects 174
Hardware Challenges 177
14.1 Physical Fatigue 177
14.2 Headset Fit 178
14.3 Injury 178
14.4 Hygiene 179
Latency 183
15.1 Negative Effects of Latency 183
15.2 Latency Thresholds 184
15.3 Delayed Perception as a Function of Dark Adaptation 185
xiv Contents
15.4 Sources of Delay 187
15.5 Timing Analysis 193
Chapter 16 Measuring Sickness 195
16.1 The Kennedy Simulator Sickness Questionnaire 195
16.2 Postural Stability 196
16.3 Physiological Measures 196
Chapter 17 Summary of Factors That Contribute to Adverse Effects 197
17.1 System Factors 198
17.2 Individual User Factors 200
17.3 Application Design Factors 203
17.4 Presence vs. Motion Sickness 205
* Chapter 18 Examples of Reducing Adverse Effects 207
18.1 Optimize Adaptation 207
18.2 Real-World Stabilized Cues 207
18.3 Manipulate the World as an Object 209
18.4 Leading Indicators 210
18.5 Minimize Visual Accelerations and Rotations 210
18.6 Ratcheting 211
18.7 Delay Compensation 211
18.8 Motion Platforms 212
18.9 Reducing Gorilla Arm 213
18.10 Warning Grids and Fade-Outs 213
18.11 Medication 213
* Chapter 19 Adverse Health Effects: Design Guidelines 215
19.1 Hardware 215
19.2 System Calibration 216
19.3 Latency Reduction 216
19.4 General Design 217
19.5 Motion Design 218
19.6 Interaction Design 219
19.7 Usage 220
19.8 Measuring Sickness 221
Contents xv
PART IV
Chapter 20
Chapter 21
Chapter 22
* Chapter 23
* Chapter 24
PART V
Chapter 25
CONTENT CREATION 223
High-Level Concepts of Content Creation 225
20.1 Experiencing the Story 225
20.2 The Core Experience 228
20.3 Conceptual Integrity 229
20.4 Gestalt Perceptual Organization 230
Environmental Design 237
21.1 The Scene 237
21.2 Color and Lighting 238
21.3 Audio 239
21.4 Sampling and Aliasing 240
21.5 Environmental Wayfinding Aids 242
21.6 Real-World Content 246
Affecting Behavior 251
22.1 Personal Wayfinding Aids 251
22.2 Center of Action 254
22.3 Field of View 255
22.4 Casual vs. High-End VR 255
22.5 Characters, Avatars, and Social Networking 257
Transitioning to VR Content Creation 261
23.1 Paradigm Shifts from Traditional Development to VR Development 261
23.2 Reusing Existing Content 262
Content Creation: Design Guidelines 267
24.1 High-Level Concepts of Content Creation 267
24.2 Environmental Design 269
24.3 Affecting Behavior 271
24.4 Transitioning to VR Content Creation 272
INTERACTION 275
Human-Centered Interaction 277
25.1 Intuitiveness 277
xvi Contents
* Chapter 26
* Chapter 27
* Chapter 28
* Chapter 29
PART VI
Chapter 30
25.2 Norman’s Principles of Interaction Design 278
25.3 Direct vs. Indirect Interaction 284
25.4 The Cycle of Interaction 285
25.5 The Human Hands 287
VR Interaction Concepts 289
26.1 Interaction Fidelity 289
26.2 Proprioceptive and Egocentric Interaction 291
26.3 Reference Frames 291
26.4 Speech and Gestures 297
26.5 Modes and Flow 301
26.6 Multimodal Interaction 302
26.7 Beware of Sickness and Fatigue 303
26.8 Visual-Physical Conflict and Sensory Substitution 304
Input Devices 307
27.1 Input Device Characteristics 307
27.2 Classes of Hand Input Devices 311
27.3 Classes of Non-hand Input Devices 317
Interaction Patterns and Techniques 323
28.1 Selection Patterns 325
28.2 Manipulation Patterns 332
28.3 Viewpoint Control Patterns 335
28.4 Indirect Control Patterns 344
28.5 Compound Patterns 350
Interaction: Design Guidelines 355
29.1 Human-Centered Interaction 355
29.2 VR Interaction Concepts 358
29.3 Input Devices 361
29.4 Interaction Patterns and Techniques 363
ITERATIVE DESIGN 369
Philosophy of Iterative Design 373
30.1 VR Is Both an Art and a Science 373
Contents xvii
30.2 Human-Centered Design 373
30.3 Continuous Discovery through Iteration 374
30.4 There Is No One Way—Processes Are Project Dependent 375
30.5 Teams 376
* Chapter 31 The Define Stage 379
31.1 The Vision 380
31.2 Questions 380
31.3 Assessment and Feasibility 382
31.4 High-Level Design Considerations 383
31.5 Objectives 383
31.6 Key Players 384
31.7 Time and Costs 385
31.8 Risks 387
31.9 Assumptions 388
31.10 Project Constraints 388
31.11 Personas 391
31.12 User Stories 392
3:1.13 Storyboards 393
31.14 Scope 393
31.15 Requirements 395
* Chapter 32 The Make Stage 401
32.1 Task Analysis 402
32.2 Design Specification 405
32.3 System Considerations 410
32.4 Simulation 413
32.5 Networked Environments 415
32.6 Prototypes 421
32.7 Final Production 423
32.8 Delivery 424
* Chapter 33 The Learn Stage 427
33.1 Communication and Attitude 428
33.2 Research Concepts 429
33.3 Constructivist Approaches 436
33.4 The Scientific Method 443
33.5 Data Analysis 447
xviii Contents
* Chapter 34 Iterative Design: Design Guidelines 453
34.1 Philosophy of Iterative Design 453
34.2 The Define Stage 454
34.3 The Make Stage 458
34.4 The Learn Stage 464
PART VII THE FUTURE STARTS NOW 471
Chapter 35 The Present and Future State of VR 473
35.1 Selling VR to the Masses 473
35.2 Culture of the VR Community 474
35.3 Communication 475
35.4 Standards and Open Source 480
35.5 Hardware 483
35.6 The Convergence of AR and VR 484
* Chapter 36 Getting Started 485
Appendix A Example Questionnaire 489
Appendix B Example Interview Guidelines 495
Glossary 497
References 541
Index 567
Author’s Biography 601
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 com-
plex challenge. When VR is done well, the results are brilliant and pleasurable experiences
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that go beyond what we can do in the real world. When VR is done badly, not only is the sys-
tem 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 any-
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thing more than an interesting tool confined to research laboratories. Even when VR principles
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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 itera-
tively design towards innovative experiences. |
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discipline | Informatik |
edition | First edition |
format | Book |
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spelling | Jerald, Jason Verfasser (DE-588)1102948799 aut The VR book human-centered design for Virtual Reality Jason Jerald virtual reality First edition [New York] acm, Association for Computing Machinery [2016] [San Rafael] M&C, Morgan & Claypool Publishers © 2016 xxxiii, 599 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier ACM books #8 Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s DE-604 Erscheint auch als Online-Ausgabe, ebook 978-1-97000-113-6 Erscheint auch als Online-Ausgabe, EPUB 978-1-97000-114-3 ACM books #8 (DE-604)BV043585657 8 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028652217&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028652217&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Jerald, Jason The VR book human-centered design for Virtual Reality ACM books Virtuelle Realität (DE-588)4399931-1 gnd |
subject_GND | (DE-588)4399931-1 |
title | The VR book human-centered design for Virtual Reality |
title_alt | virtual reality |
title_auth | The VR book human-centered design for Virtual Reality |
title_exact_search | The VR book human-centered design for Virtual Reality |
title_full | The VR book human-centered design for Virtual Reality Jason Jerald |
title_fullStr | The VR book human-centered design for Virtual Reality Jason Jerald |
title_full_unstemmed | The VR book human-centered design for Virtual Reality Jason Jerald |
title_short | The VR book |
title_sort | the vr book human centered design for virtual reality |
title_sub | human-centered design for Virtual Reality |
topic | Virtuelle Realität (DE-588)4399931-1 gnd |
topic_facet | Virtuelle Realität |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028652217&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028652217&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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