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Index
Half title
ACM Books
Title
Copyright
Contents
Preface
Figure Credits
Overview
Part I Introduction and Background
Chapter 1 What Is Virtual Reality?
1.1 The Definition of Virtual Reality
1.2 VR Is Communication
1.3 What Is VR Good For?
Chapter 2 A History of VR
2.1 The 1800s
2.2 The 1900s
2.3 The 2000s
Chapter 3 An Overview of Various Realities
3.1 Forms of Reality
3.2 Reality Systems
Chapter 4 Immersion, Presence, and Reality Trade-Offs
4.1 Immersion
4.2 Presence
4.3 Illusions of Presence
4.4 Reality Trade-Offs
Chapter 5 The Basics: Design Guidelines
5.1 Introduction and Background
5.2 VR Is Communication
5.3 An Overview of Various Realities
5.4 Immersion, Presence, and Reality Trade-Offs
Part II Perception
Chapter 6 Objective and Subjective Reality
6.1 Reality Is Subjective
6.2 Perceptual Illusions
Chapter 7 Perceptual Models and Processes
7.1 Distal and Proximal Stimuli
7.2 Sensation vs. Perception
7.3 Bottom-Up and Top-Down Processing
7.4 Afference and Efference
7.5 Iterative Perceptual Processing
7.6 The Subconscious and Conscious
7.7 Visceral, Behavioral, Reflective, and Emotional Processes
7.8 Mental Models
7.9 Neuro-Linguistic Programming
Chapter 8 Perceptual Modalities
8.1 Sight
8.2 Hearing
8.3 Touch
8.4 Proprioception
8.5 Balance and Physical Motion
8.6 Smell and Taste
8.7 Multimodal Perceptions
Chapter 9 Perception of Space and Time
9.1 Space Perception
9.2 Time Perception
9.3 Motion Perception
Chapter 10 Perceptual Stability, Attention, and Action
10.1 Perceptual Constancies
10.2 Adaptation
10.3 Attention
10.4 Action
Chapter 11 Perception: Design Guidelines
11.1 Objective and Subjective Reality
11.2 Perceptual Models and Processes
11.3 Perceptual Modalities
11.4 Perception of Space and Time
11.5 Perceptual Stability, Attention, and Action
Part III Adverse Health Effects
Chapter 12 Motion Sickness
12.1 Scene Motion
12.2 Motion Sickness and Vection
12.3 Theories of Motion Sickness
12.4 A Unified Model of Motion Sickness
Chapter 13 Eye Strain, Seizures, and Aftereffects
13.1 Accommodation-Vergence Conflict
13.2 Binocular-Occlusion Conflict
13.3 Flicker
13.4 Aftereffects
Chapter 14 Hardware Challenges
14.1 Physical Fatigue
14.2 Headset Fit
14.3 Injury
14.4 Hygiene
Chapter 15 Latency
15.1 Negative Effects of Latency
15.2 Latency Thresholds
15.3 Delayed Perception as a Function of Dark Adaptation
15.4 Sources of Delay
15.5 Timing Analysis
Chapter 16 Measuring Sickness
16.1 The Kennedy Simulator Sickness Questionnaire
16.2 Postural Stability
16.3 Physiological Measures
Chapter 17 Summary of Factors That Contribute to Adverse Effects
17.1 System Factors
17.2 Individual User Factors
17.3 Application Design Factors
17.4 Presence vs. Motion Sickness
Chapter 18 Examples of Reducing Adverse Effects
18.1 Optimize Adaptation
18.2 Real-World Stabilized Cues
18.3 Manipulate the World as an Object
18.4 Leading Indicators
18.5 Minimize Visual Accelerations and Rotations
18.6 Ratcheting
18.7 Delay Compensation
18.8 Motion Platforms
18.9 Reducing Gorilla Arm
18.10 Warning Grids and Fade-Outs
18.11 Medication
Chapter 19 Adverse Health Effects: Design Guidelines
19.1 Hardware
19.2 System Calibration
19.3 Latency Reduction
19.4 General Design
19.5 Motion Design
19.6 Interaction Design
19.7 Usage
19.8 Measuring Sickness
Part IV Content Creation
Chapter 20 High-Level Concepts of Content Creation
20.1 Experiencing the Story
20.2 The Core Experience
20.3 Conceptual Integrity
20.4 Gestalt Perceptual Organization
Chapter 21 Environmental Design
21.1 The Scene
21.2 Color and Lighting
21.3 Audio
21.4 Sampling and Aliasing
21.5 Environmental Wayfinding Aids
21.6 Real-World Content
Chapter 22 Affecting Behavior
22.1 Personal Wayfinding Aids
22.2 Center of Action
22.3 Field of View
22.4 Casual vs. High-End VR
22.5 Characters, Avatars, and Social Networking
Chapter 23 Transitioning to VR Content Creation
23.1 Paradigm Shifts from Traditional Development to VR Development
23.2 Reusing Existing Content
Chapter 24 Content Creation: Design Guidelines
24.1 High-Level Concepts of Content Creation
24.2 Environmental Design
24.3 Affecting Behavior
24.4 Transitioning to VR Content Creation
Part V Interaction
Chapter 25 Human-Centered Interaction
25.1 Intuitiveness
25.2 Norman’s Principles of Interaction Design
25.3 Direct vs. Indirect Interaction
25.4 The Cycle of Interaction
25.5 The Human Hands
Chapter 26 VR Interaction Concepts
26.1 Interaction Fidelity
26.2 Proprioceptive and Egocentric Interaction
26.3 Reference Frames
26.4 Speech and Gestures
26.5 Modes and Flow
26.6 Multimodal Interaction
26.7 Beware of Sickness and Fatigue
26.8 Visual-Physical Conflict and Sensory Substitution
Chapter 27 Input Devices
27.1 Input Device Characteristics
27.2 Classes of Hand Input Devices
27.3 Classes of Non-hand Input Devices
Chapter 28 Interaction Patterns and Techniques
28.1 Selection Patterns
28.2 Manipulation Patterns
28.3 Viewpoint Control Patterns
28.4 Indirect Control Patterns
28.5 Compound Patterns
Chapter 29 Interaction: Design Guidelines
29.1 Human-Centered Interaction
29.2 VR Interaction Concepts
29.3 Input Devices
29.4 Interaction Patterns and Techniques
Part VI Iterative Design
Chapter 30 Philosophy of Iterative Design
30.1 VR Is Both an Art and a Science
30.2 Human-Centered Design
30.3 Continuous Discovery through Iteration
30.4 There Is No One Way—Processes Are Project Dependent
30.5 Teams
Chapter 31 The Define Stage
31.1 The Vision
31.2 Questions
31.3 Assessment and Feasibility
31.4 High-Level Design Considerations
31.5 Objectives
31.6 Key Players
31.7 Time and Costs
31.8 Risks
31.9 Assumptions
31.10 Project Constraints
31.11 Personas
31.12 User Stories
31.13 Storyboards
31.14 Scope
31.15 Requirements
Chapter 32 The Make Stage
32.1 Task Analysis
32.2 Design Specification
32.3 System Considerations
32.4 Simulation
32.5 Networked Environments
32.6 Prototypes
32.7 Final Production
32.8 Delivery
Chapter 33 The Learn Stage
33.1 Communication and Attitude
33.2 Research Concepts
33.3 Constructivist Approaches
33.4 The Scientific Method
33.5 Data Analysis
Chapter 34 Iterative Design: Design Guidelines
34.1 Philosophy of Iterative Design
34.2 The Define Stage
34.3 The Make Stage
34.4 The Learn Stage
Part VII The Future Starts Now
Chapter 35 The Present and Future State of VR
35.1 Selling VR to the Masses
35.2 Culture of the VR Community
35.3 Communication
35.4 Standards and Open Source
35.5 Hardware
35.6 The Convergence of AR and VR
Chapter 36 Getting Started
Appendix A Example Questionnaire
Appendix B Example Interview Guidelines
Glossary
References
Index
Author’s Biography
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