The VR book human-centered design for virtual reality

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Bibliographic Details
Main Author: Jerald, Jason (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