Virtual Reality Usability Design
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Description
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. Cover Half Title Title Page Copyright Page Dedication Contents SECTION I: Understanding Virtual Reality and Users CHAPTER 1: What Makes Virtual Reality Remarkable? 1.1. DEFINING VIRTUAL REALITY 1.2. VIRTUAL ENVIRONMENTS 1.3. THE ORIGINS OF VR 1.4. A SHORT HISTORY OF HUMAN COMPUTER INTERACTION 1.5. WHAT VR CAN DO FOR HUMAN–COMPUTER INTERACTION 1.6. WHERE INTERACTION DESIGN FITS IN CHAPTER 2: Making the Virtual Seem Real 2.1. THE FEELING OF BEING THERE 2.2. IMMERSION 2.3. PRESENCE 2.4. COMPONENTS OF PRESENCE 2.5. OTHER SENSATIONS OF REALITY WITHIN VR 2.6. MEASURING PRESENCE 2.7. SUMMARY CHAPTER 3: Sensation and Perception 3.1. PROVIDING THE PERCEPTION OF A VIRTUAL WORLD 3.2. THE PERCEPTUAL PROCESS 3.3. A SENSORY VIEW OF THE HUMAN BODY 3.4. QUANTIFYING STIMULUS 3.5. PERCEPTIVE TASKS 3.6. SUMMARY CHAPTER 4: Supporting Primary Senses 4.1. VISUAL SENSORY INPUTS 4.2. RESOLUTION 4.3. AUDITORY SENSORY INPUTS 4.4. THE PHYSICS OF SOUND 4.5. SOUND AND GAMES 4.6. SUMMARY CHAPTER 5: Supporting Peripheral Senses 5.1. THE GUSTATORY SYSTEM—TASTE 5.2. THE OLFACTORY SYSTEM—SMELL 5.3. SOMATOSENSORY SYSTEM 5.4. THE PROPRIOCEPTIVE SYSTEM 5.5. THE VESTIBULAR SYSTEM 5.6. OTHER INTEROCEPTIVE SENSES 5.7. SUMMARY CHAPTER 6: Perceiving Space and Scale 6.1. INTERPRETATION OF SPACE AND DEPTH CUES 6.2. SPATIAL AUDIO REPRODUCTION 6.3. BIOLOGICAL MAPPING OF SPACE 6.4. NON-EUCLIDEAN GEOMETRY CHAPTER 7: Further Psychological Effects of Inhabiting a Virtual Environment 7.1. EFFECTS OF INTERACTIVITY 7.2. EMBODIMENT ILLUSION 7.3. COMPONENTS OF EMBODIMENT ILLUSION 7.4. EMOTION AND EMPATHY 7.5. SUMMARY SECTION II: Designing Virtual Interactions CHAPTER 8: Experience Usability 8.1. INTRODUCTION 8.2. USABILITY THEORY 8.3. HUMAN FACTORS IN USABILITY 8.4. MULTIUSER CONSIDERATIONS 8.5. DESIGNING FOR ACCESSIBILITY 8.6. SUMMARY CHAPTER 9: Fictions of Physics 9.1. THE RULES OF A SIMULATION 9.2. ADVANTAGES OF A CONSISTENT SET OF PHYSICS 9.3. WORLD INCONSISTENCY BOUNDARIES 9.4. IMPACTS OF WORLD INCONSISTENCY BOUNDARIES 9.5. RESOLVING WORLD INCONSISTENCY ISSUES 9.6. CREATING BOUNDARIES FOR PLAYER SAFETY 9.7. INTERACTION PATTERNS FOR BOUNDARY HANDLING 9.8. PHYSICS-BASED INTERACTIONS 9.9. SUMMARY CHAPTER 10: Locomotion and Navigation 10.1. INTRODUCTION 10.2. PURPOSES OF LOCOMOTION 10.3. ARTIFICIAL LOCOMOTION STRATEGIES 10.4. PHYSICAL LOCOMOTION STRATEGIES 10.5. QUANTIFYING LOCOMOTIVE EFFICACY 10.6. PHYSIOLOGICAL EFFECTS OF MOVING IN VR 10.7. SUMMARY CHAPTER 11: Activities and Interactions 11.1. AFFORDANCE 11.2. FAMILIARITY 11.3. MAPPING 11.4. COMMON INTERACTIONS IN VR 11.5. SUMMARY CHAPTER 12: Information Display 12.1. INTRODUCTION 12.2. CAUTIONARY TALES 12.3. PRINCIPLES OF INFORMATION DISPLAY 12.4. INFORMATION DISPLAY IN VR 12.5. SUMMARY CHAPTER 13: Translating Traditional Interfaces for VR 13.1. A SUMMARY OF TRADITIONAL UI 13.2. TRADITIONAL INTERFACES IN VR 13.3. GESTURES 13.4. SUMMARY Bibliography Index
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