The VR book human-centered design for virtual reality
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| Main Author: | |
|---|---|
| Format: | Book |
| Language: | English |
| Published: |
New York
Association for Computing Machinery
2016
|
| Edition: | First edition |
| Series: | ACM books
volume 8 |
| Subjects: | |
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Table of Contents:
- Introduction 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
- Perception
- Objective and subjective reality
- Reality is subjective
- Perceptual illusions
- Perceptual models and 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 and physical 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
- Adverse 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
- Physical fatigue
- 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 of factors 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
- Content creation
- High-level concepts of content creation
- 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
- Interaction
- 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 control patterns
- Compound patterns
- Interaction: design guidelines
- Human-centered interaction
- VR interaction concepts
- Input devices
- Interaction patterns and techniques
- Iterative design
- Philosophy of iterative design
- VR is 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
- The define stage
- The make stage
- The learn stage
- The future starts now
- The present and future state of VR
- 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


