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LEADER : 00000nam 2200000uu 4500
008    161003s2016||||th 000 0 eng d
020    ^a9781970001129^qpaperback
050  4 ^aQA76.9.H85^bJ47 2016
099    ^aDBTM
100 1  ^aJerald, Jason,^eauthor
245 14 ^aThe VR book :^bhuman-centered design for virtual reality /^cJason Jerald, NextGen Interactions
246 3  ^aVirtual reality book :^bhuman-centered design for virtual reality
250    ^aFirst edition
300    ^axxxiii, 599 pages :^billustrations ;^c24 cm
504    ^aIncludes bibliographical references (pages 541-566) andindex
505 0  ^aIntroduction and background -- What is virtual reality? --The definition of virtual reality -- VR is communication -- What is VR good for? -- A history of VR -- The 1800s -- The 1900s -- The 2000s -- An overview of various realities-- Forms of reality -- Reality systems -- Immersion, presence, and reality trade-offs -- Immersion -- Presence -- Illusions of presence -- Reality trade-offs -- The basics: design guidelines -- Introduction and background -- VR is communication -- An overview of various realities -- Immersion, presence, and reality trade-offs --
505 8  ^aPerception -- Objective and subjective reality -- Realityis subjective -- Perceptual illusions -- Perceptual modelsand processes -- Distal and proximal stimuli -- Sensation vs. perception -- Bottom-up and top-down processing -- Afference and efference -- Iterative perceptual processing-- The subconscious and conscious -- Visceral, behavioral,reflective, and emotional processes -- Mental models -- Neuro-linguistic programming -- Perceptual modalities -- Sight -- Hearing -- Touch -- Proprioception -- Balance andphysical motion -- Smell and taste -- Multimodal perceptions -- Perception of space and time -- Space perception -- Time perception -- Motion perception -- Perceptual stability, attention, and action -- Perceptual constancies -- Adaptation -- Attention -- Action -- Perception: design guidelines -- Objective and subjective reality -- Perceptual models and processes -- Perceptual modalities -- Perception of space and time -- Perceptual stability, attention, and action --
505 8  ^aAdverse health effects -- Motion sickness -- Scene motion-- Motion sickness and vection -- Theories of motion sickness -- A unified model of motion sickness -- Eye strain, seizures, and aftereffects -- Accommodation-vergence conflict -- Binocular-occlusion conflict -- Flicker -- Aftereffects -- Hardware challenges -- Physicalfatigue -- Headset fit -- Injury -- Hygiene -- Latency -- Negative effects of latency -- Latency thresholds -- Delayed perception as a function of dark adaptation -- Sources of delay -- Timing analysis -- Measuring sickness -- The Kennedy simulator sickness questionnaire -- Postural stability -- Physiological measures -- Summary offactors that contribute to adverse effects -- System factors -- Individual user factors -- Application design factors -- Presence vs. motion sickness -- Examples of reducing adverse effects -- Optimize adaptation -- Real-world stabilized cues -- Manipulate the world as an object-- Leading indicators -- Minimize visual accelerations and rotations -- Ratcheting -- Delay compensation -- Motion platforms -- Reducing gorilla arm -- Warning grids and fade-outs -- Medication -- Adverse health effects: design guidelines -- Hardware -- System calibration -- Latency reduction -- General design -- Motion design -- Interaction design -- Usage -- Measuring sickness --
505 8  ^aContent creation -- High-level concepts of contentcreation -- Experiencing the story -- The core experience -- Conceptual integrity -- Gestalt perceptual organization-- Environmental design -- The scene -- Color and lighting-- Audio -- Sampling and aliasing -- Environmental wayfinding aids -- Real-world content -- Affecting behavior -- Personal wayfinding aids -- Center of action -- Field of view -- Casual vs. high-end VR -- Characters, avatars, and social networking -- Transitioning to VR content creation -- Paradigm shifts from traditional development to VR development -- Reusing existing content -- Content creation: design guidelines -- High-level concepts of content creation -- Environmental design -- Affecting behavior -- Transitioning to VR content creation--
505 8  ^aInteraction -- Human-centered interaction -- Intuitiveness-- Norman^'s principles of interaction design -- Direct vs.indirect interaction -- The cycle of interaction -- The human hands -- VR interaction concepts -- Interaction fidelity -- Proprioceptive and egocentric interaction -- Reference frames -- Speech and gestures -- Modes and flow -- Multimodal interaction -- Beware of sickness and fatigue -- Visual-physical conflict and sensory substitution -- Input devices -- Input device characteristics -- Classes of hand input devices -- Classes of non-hand input devices -- Interaction patterns and techniques -- Selection patterns -- Manipulation patterns -- Viewpoint control patterns -- Indirect controlpatterns -- Compound patterns -- Interaction: design guidelines -- Human-centered interaction -- VR interactionconcepts -- Input devices -- Interaction patterns and techniques --
505 8  ^aIterative design -- Philosophy of iterative design -- VRis both an art and a science -- Human-centered design -- Continuous discovery through iteration -- There is no one way, processes are project dependent -- Teams -- The define stage -- The vision -- Questions -- Assessment and feasibility -- High-level design considerations -- Objectives -- Key players -- Time and costs -- Risks -- Assumptions -- Project constraints -- Personas -- User stories -- Storyboards -- Scope -- Requirements -- The make stage -- Task analysis -- Design specification -- System considerations -- Simulation -- Networked environments -- Prototypes -- Final production -- Delivery-- The learn stage -- Communication and attitude -- Research concepts -- Constructivist approaches -- The scientific method -- Data analysis -- Iterative design: design guidelines -- Philosophy of iterative design -- Thedefine stage -- The make stage -- The learn stage --
505 8  ^aThe future starts now -- The present and future state ofVR -- Selling VR to the masses -- Culture of the VR community -- Communication -- Standards and open source --Hardware -- The convergence of AR and VR -- Getting started -- Appendix A. Example questionnaire -- Appendix B. Example interview guidelines
520 3  ^aVirtual reality (VR) can provide our minds with directaccess 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 amountof 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
650  0 ^aHuman-computer interaction
650  0 ^aVirtual reality
999    ^aปวีนา ภู่ทอง
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    หัวเรื่อง [Human-computer interaction]
    หัวเรื่อง [Virtual reality]

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