Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have 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 is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; 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 such issues, focusing upon the human element of VR rather than technical implementation, for 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, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.
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“The definitive guide for creating VR user interactions.” – Amir Rubin, CEO of Sixense
“Conceptually comprehensive, yet at the same time practical and grounded in real-world experience.” – Paul Mlyniec, President of Digital ArtForms
“The summative guidelines provide quick access with back references for further understanding.” – Chris Pusczak, Creative Director of SymbioVR
“I was able to briefly preview it at SIGGRAPH this last summer and it seemed like it would be a good fit for my class. Now that have had a chance to take a deeper dive, I am even more certain I will be using the book. I am looking forward to using this as a required text when I teach the course again.” – Dr. David Whittinghill, Purdue University
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Condizione: New. KlappentextrnrnVirtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done . Codice articolo 481115777
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Buch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have 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 is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; 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 such issues, focusing upon the human element of VR rather than technical implementation, for 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, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences. Codice articolo 9781970001150
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