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.
In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences ...
FIGURE 1-18 (A) A cross-section of the London building where Robert Barker displayed his panoramic paintings. (B) Panoramic (B) painting “Edinburgh from The Crown of St. Giles” (1972) attributed to Robert Barker from (1739-1806) and ...
In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides.
Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid ...
8(1), 76–88 (2005) Koenig, A., Wellner, M., Koneke, S., Meyer-Heim, A., Lunenburger, L., Riener, R.: Virtual gait training for children with cerebral palsy using the Lokomat gait orthosis. Stud. Health Technol. Inform.
Discusses the history and potential future of virtual reality, and how to set up your own VR with various technologies like Google Cardboard and Daydream View, Sony PlayStation, HTC Vive, Oculus Rift, and Samsung Gear VR.
A leading doctor unveils the groundbreaking potential of virtual medicine. Brennan Spiegel has spent years studying the medical power of the mind, and in VRx he reveals a revolutionary new kind of care: virtual medicine.
This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and ...
This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.
In this volume in the MIT Press Essential Knowledge series, technology writer Samuel Greengard offers an accessible overview of developments in extended reality, explaining the technology, considering the social and psychological ...