Virtual Reality Usability Design

This document was uploaded by one of our users. The uploader already confirmed that they had the permission to publish it. If you are author/publisher or own the copyright of this documents, please report to us by using this DMCA report form.

Simply click on the Download Book button.

Yes, Book downloads on Ebookily are 100% Free.

Sometimes the book is free on Amazon As well, so go ahead and hit "Search on Amazon"

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.

Author(s): David Gerhard, Wil J. Norton
Publisher: CRC Press
Year: 2022

Language: English
Pages: 408
City: Boca Raton

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