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The VR book : (Record no. 362)

MARC details
000 -LEADER
fixed length control field 10127nam a2200577 i 4500
001 - CONTROL NUMBER
control field 011452792790
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20260528133338.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m eo d
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr cn |||m|||a
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 151107s2016 nyua fo 001 0deng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781970001136
Qualifying information ebook
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781627051143
Qualifying information ePub
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781970001129
Qualifying information paperback
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781970001150
Qualifying information hardcover
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1145/2792790
Source of number or code doi
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)928161929
040 ## - CATALOGING SOURCE
Original cataloging agency CaBNVSL
Language of cataloging eng
Description conventions rda
Transcribing agency CaBNVSL
Modifying agency CaBNVSL
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.9.H85
Item number J478 2016
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 004.019
Edition information 23
035 ## - SYSTEM CONTROL NUMBER
System control number (CaBNVSL)swl00405770
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Jerald, Jason.,
Relator term author.
245 14 - TITLE STATEMENT
Title The VR book :
Remainder of title human-centered design for virtual reality /
Statement of responsibility, etc. Jason Jerald.
246 3# - VARYING FORM OF TITLE
Title proper/short title Virtual reality book :
Remainder of title human-centered design for virtual reality.
250 ## - EDITION STATEMENT
Edition statement First edition.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture [New York] :
Name of producer, publisher, distributor, manufacturer Association for Computing Machinery ;
Place of production, publication, distribution, manufacture [San Rafael, California] :
Name of producer, publisher, distributor, manufacturer Morgan & Claypool,
Date of production, publication, distribution, manufacture, or copyright notice 2016.
300 ## - PHYSICAL DESCRIPTION
Extent 1 PDF (xxxiii, 599 pages) :
Other physical details illustrations.
336 ## - CONTENT TYPE
Content type term text
Source rdacontent
337 ## - MEDIA TYPE
Media type term electronic
Source isbdmedia
338 ## - CARRIER TYPE
Carrier type term online resource
Source rdacarrier
490 1# - SERIES STATEMENT
Series statement ACM books,
International Standard Serial Number 2374-6777 ;
Volume/sequential designation #8
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references (pages 541-566) and index.
506 ## - RESTRICTIONS ON ACCESS NOTE
Terms governing access Abstract freely available; full-text restricted to subscribers or individual document purchasers.
588 ## - SOURCE OF DESCRIPTION NOTE
Source of description note Title from PDF title page (viewed on November 7, 2015).
538 ## - SYSTEM DETAILS NOTE
System details note Mode of access: World Wide Web.
538 ## - SYSTEM DETAILS NOTE
System details note System requirements: Adobe Acrobat Reader.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part I. Introduction and background -- 1. What is virtual reality? -- 1.1 The definition of virtual reality -- 1.2 VR is communication -- 1.3 What is VR good for? -- 2. A history of VR -- 2.1 The 1800s -- 2.2 The 1900s -- 2.3 The 2000s -- 3. An overview of various realities -- 3.1 Forms of reality -- 3.2 Reality systems -- 4. Immersion, presence, and reality trade-offs -- 4.1 Immersion -- 4.2 Presence -- 4.3 Illusions of presence -- 4.4 Reality trade-offs -- 5. The basics: design guidelines -- 5.1 Introduction and background -- 5.2 VR is communication -- 5.3 An overview of various realities -- 5.4 Immersion, presence, and reality trade-offs --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part II. Perception -- 6. Objective and subjective reality -- 6.1 Reality is subjective -- 6.2 Perceptual illusions -- 7. Perceptual models and processes -- 7.1 Distal and proximal stimuli -- 7.2 Sensation vs. perception -- 7.3 Bottom-up and top-down processing -- 7.4 Afference and efference -- 7.5 Iterative perceptual processing -- 7.6 The subconscious and conscious -- 7.7 Visceral, behavioral, reflective, and emotional processes -- 7.8 Mental models -- 7.9 Neuro-linguistic programming -- 8. Perceptual modalities -- 8.1 Sight -- 8.2 Hearing -- 8.3 Touch -- 8.4 Proprioception -- 8.5 Balance and physical motion -- 8.6 Smell and taste -- 8.7 Multimodal perceptions -- 9. Perception of space and time -- 9.1 Space perception -- 9.2 Time perception -- 9.3 Motion perception -- 10. Perceptual stability, attention, and action -- 10.1 Perceptual constancies -- 10.2 Adaptation -- 10.3 Attention -- 10.4 Action -- 11. Perception: design guidelines -- 11.1 Objective and subjective reality -- 11.2 Perceptual models and processes -- 11.3 Perceptual modalities -- 11.4 Perception of space and time -- 11.5 Perceptual stability, attention, and action --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part III. Adverse health effects -- 12. Motion sickness -- 12.1 Scene motion -- 12.2 Motion sickness and vection -- 12.3 Theories of motion sickness -- 12.4 A unified model of motion sickness -- 13. Eye strain, seizures, and aftereffects -- 13.1 Accommodation-vergence conflict -- 13.2 Binocular-occlusion conflict -- 13.3 Flicker -- 13.4 Aftereffects -- 14. Hardware challenges -- 14.1 Physical fatigue -- 14.2 Headset fit -- 14.3 Injury -- 14.4 Hygiene -- 15. Latency -- 15.1 Negative effects of latency -- 15.2 Latency thresholds -- 15.3 Delayed perception as a function of dark adaptation -- 15.4 Sources of delay -- 15.5 Timing analysis -- 16. Measuring sickness -- 16.1 The Kennedy simulator sickness questionnaire -- 16.2 Postural stability -- 16.3 Physiological measures -- 17. Summary of factors that contribute to adverse effects -- 17.1 System factors -- 17.2 Individual user factors -- 17.3 Application design factors -- 17.4 Presence vs. motion sickness -- 18. Examples of reducing adverse effects -- 18.1 Optimize adaptation -- 18.2 Real-world stabilized cues -- 18.3 Manipulate the world as an object -- 18.4 Leading indicators -- 18.5 Minimize visual accelerations and rotations -- 18.6 Ratcheting -- 18.7 Delay compensation -- 18.8 Motion platforms -- 18.9 Reducing gorilla arm -- 18.10 Warning grids and fade-outs -- 18.11 Medication -- 19. Adverse health effects: design guidelines -- 19.1 Hardware -- 19.2 System calibration -- 19.3 Latency reduction -- 19.4 General design -- 19.5 Motion design -- 19.6 Interaction design -- 19.7 Usage -- 19.8 Measuring sickness --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part IV. Content creation -- 20. High-level concepts of content creation -- 20.1 Experiencing the story -- 20.2 The core experience -- 20.3 Conceptual integrity -- 20.4 Gestalt perceptual organization -- 21. Environmental design -- 21.1 The scene -- 21.2 Color and lighting -- 21.3 Audio -- 21.4 Sampling and aliasing -- 21.5 Environmental wayfinding aids -- 21.6 Real-world content -- 22. Affecting behavior -- 22.1 Personal wayfinding aids -- 22.2 Center of action -- 22.3 Field of view -- 22.4 Casual vs. high-end VR -- 22.5 Characters, avatars, and social networking -- 23. Transitioning to VR content creation -- 23.1 Paradigm shifts from traditional development to VR development -- 23.2 Reusing existing content -- 24. Content creation: design guidelines -- 24.1 High-level concepts of content creation -- 24.2 Environmental design -- 24.3 Affecting behavior -- 24.4 Transitioning to VR content creation --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part V. Interaction -- 25. Human-centered interaction -- 25.1 Intuitiveness -- 25.2 Norman's principles of interaction design -- 25.3 Direct vs. indirect interaction -- 25.4 The cycle of interaction -- 25.5 The human hands -- 26. VR interaction concepts -- 26.1 Interaction fidelity -- 26.2 Proprioceptive and egocentric interaction -- 26.3 Reference frames -- 26.4 Speech and gestures -- 26.5 Modes and flow -- 26.6 Multimodal interaction -- 26.7 Beware of sickness and fatigue -- 26.8 Visual-physical conflict and sensory substitution -- 27. Input devices -- 27.1 Input device characteristics -- 27.2 Classes of hand input devices -- 27.3 Classes of non-hand input devices -- 28. Interaction patterns and techniques -- 28.1 Selection patterns -- 28.2 Manipulation patterns -- 28.3 Viewpoint control patterns -- 28.4 Indirect control patterns -- 28.5 Compound patterns -- 29. Interaction: design guidelines -- 29.1 Human-centered interaction -- 29.2 VR interaction concepts -- 29.3 Input devices -- 29.4 Interaction patterns and techniques --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part VI. Iterative design -- 30. Philosophy of iterative design -- 30.1 VR is both an art and a science -- 30.2 Human-centered design -- 30.3 Continuous discovery through iteration -- 30.4 There is no one way, processes are project dependent -- 30.5 Teams -- 31. The define stage -- 31.1 The vision -- 31.2 Questions -- 31.3 Assessment and feasibility -- 31.4 High-level design considerations -- 31.5 Objectives -- 31.6 Key players -- 31.7 Time and costs -- 31.8 Risks -- 31.9 Assumptions -- 31.10 Project constraints -- 31.11 Personas -- 31.12 User stories -- 31.13 Storyboards -- 31.14 Scope -- 31.15 Requirements -- 32. The make stage -- 32.1 Task analysis -- 32.2 Design specification -- 32.3 System considerations -- 32.4 Simulation -- 32.5 Networked environments -- 32.6 Prototypes -- 32.7 Final production -- 32.8 Delivery -- 33. The learn stage -- 33.1 Communication and attitude -- 33.2 Research concepts -- 33.3 Constructivist approaches -- 33.4 The scientific method -- 33.5 Data analysis -- 34. Iterative design: design guidelines -- 34.1 Philosophy of iterative design -- 34.2 The define stage -- 34.3 The make stage -- 34.4 The learn stage --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part VII. The future starts now -- 35. The present and future state of VR -- 35.1 Selling VR to the masses -- 35.2 Culture of the VR community -- 35.3 Communication -- 35.4 Standards and open source -- 35.5 Hardware -- 35.6 The convergence of AR and VR -- 36. Getting started --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Appendix A. Example questionnaire -- Appendix B. Example interview guidelines -- Glossary -- References -- Index -- Author's biography.
520 3# - SUMMARY, ETC.
Summary, etc. 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 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 iteratively design toward innovative experiences.
530 ## - ADDITIONAL PHYSICAL FORM AVAILABLE NOTE
Additional physical form available note Also available in print.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Virtual reality.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Human-computer interaction.
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Relationship information Print version:
International Standard Book Number 9781970001129
-- 9781970001150
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title ACM books ;
Volume/sequential designation #8.
International Standard Serial Number 2374-6777
856 48 - ELECTRONIC LOCATION AND ACCESS
Materials specified Abstract with links to full text
Uniform Resource Identifier <a href="http://dx.doi.org/10.1145/2792790">http://dx.doi.org/10.1145/2792790</a>

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