Asia Pacific University Library catalogue


The VR book: (Record no. 383485)

000 -LEADER
fixed length control field 09777nam a22004577a 4500
001 - CONTROL NUMBER
control field ACM011452792790
003 - CONTROL NUMBER IDENTIFIER
control field APU
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20221029105457.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 210803s2016 nyua fs 001 0deng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781970001136 (pdf)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781627051143 (epub)
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)928161929
035 ## - SYSTEM CONTROL NUMBER
System control number (CaBNVSL)swl00405770
040 ## - CATALOGING SOURCE
Original cataloging agency CaBNVSL
Language of cataloging eng
Transcribing agency APU
Modifying agency SF
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.9.H85
Item number J47 2016eb
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Jerald, Jason.,
9 (RLIN) 47404
245 14 - TITLE STATEMENT
Title The VR book:
Remainder of title human-centered design for virtual reality
Medium [electronic resources] /
Statement of responsibility, etc Jason Jerald.
246 3# - VARYING FORM OF TITLE
Title proper/short title Virtual reality book :
Remainder of title human-centered design for virtual reality.
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc [New York] :
Name of publisher, distributor, etc Association for Computing Machinery ;
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc [San Rafael, California] :
Name of publisher, distributor, etc Morgan & Claypool,
Date of publication, distribution, etc c2016.
300 ## - PHYSICAL DESCRIPTION
Extent 1 online resources (xxxiii, 599 pages) :
Other physical details illustrations.
490 1# - SERIES STATEMENT
Series statement ACM books,
International Standard Serial Number 2374-6777 ;
Volume number/sequential designation #8.
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references (pages 541-566) and index.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part I. Introduction and background -- 1. What is virtual reality? -- 1.1 The definition of virtual reality -- 1.2 VR is communication -- 1.3 What is VR good for? -- 2. A history of VR -- 2.1 The 1800s -- 2.2 The 1900s -- 2.3 The 2000s -- 3. An overview of various realities -- 3.1 Forms of reality -- 3.2 Reality systems -- 4. Immersion, presence, and reality trade-offs -- 4.1 Immersion -- 4.2 Presence -- 4.3 Illusions of presence -- 4.4 Reality trade-offs -- 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 --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part II. Perception -- 6. Objective and subjective reality -- 6.1 Reality is subjective -- 6.2 Perceptual illusions -- 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 -- 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 -- 9. Perception of space and time -- 9.1 Space perception -- 9.2 Time perception -- 9.3 Motion perception -- 10. Perceptual stability, attention, and action -- 10.1 Perceptual constancies -- 10.2 Adaptation -- 10.3 Attention -- 10.4 Action -- 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 --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part III. Adverse health effects -- 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 -- 13. Eye strain, seizures, and aftereffects -- 13.1 Accommodation-vergence conflict -- 13.2 Binocular-occlusion conflict -- 13.3 Flicker -- 13.4 Aftereffects -- 14. Hardware challenges -- 14.1 Physical fatigue -- 14.2 Headset fit -- 14.3 Injury -- 14.4 Hygiene -- 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 -- 16. Measuring sickness -- 16.1 The Kennedy simulator sickness questionnaire -- 16.2 Postural stability -- 16.3 Physiological measures -- 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 -- 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 -- 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 --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part IV. Content creation -- 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 -- 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 -- 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 -- 23. Transitioning to VR content creation -- 23.1 Paradigm shifts from traditional development to VR development -- 23.2 Reusing existing content -- 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 --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part V. Interaction -- 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 -- 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 -- 27. Input devices -- 27.1 Input device characteristics -- 27.2 Classes of hand input devices -- 27.3 Classes of non-hand input devices -- 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 -- 29. Interaction: design guidelines -- 29.1 Human-centered interaction -- 29.2 VR interaction concepts -- 29.3 Input devices -- 29.4 Interaction patterns and techniques --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part VI. Iterative design -- 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 -- 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 -- 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 -- 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 -- 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 --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Part VII. The future starts now -- 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 -- 36. Getting started --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Appendix A. Example questionnaire -- Appendix B. Example interview guidelines -- Glossary -- References -- Index -- Author's biography.
520 3# - SUMMARY, ETC.
Summary, etc Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has 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 do users get frustrated, but they can get sick. There are many causes of bad VR; 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 these issues by emphasizing the human element of VR. The fact is, 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, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design toward innovative experiences.
538 ## - SYSTEM DETAILS NOTE
System details note Mode of access: World Wide Web.
538 ## - SYSTEM DETAILS NOTE
System details note System requirements: Internet connectivity; World Wide Web browser and Adobe Acrobat Reader.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Virtual reality.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Human-computer interaction.
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title ACM books ;
Volume number/sequential designation #8.
9 (RLIN) 47379
856 ## - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://dl-acm-org.ezproxy.apu.edu.my/doi/book/10.1145/2792790
Public note Available in ACM Digital Library. Requires Log In to view full text.
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Koha item type E-Book
956 48 - LOCAL ELECTRONIC LOCATION AND ACCESS (OCLC)
Materials specified ACM Books
Uniform Resource Identifier https://dl-acm-org.ezproxy.apu.edu.my/doi/book/10.1145/2792790
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Shelving location Date acquired Source of acquisition Total Checkouts Full call number Date last seen Copy number Price effective from Koha item type
Not Withdrawn Available   Not Damaged Available for loan E-Book APU Library APU Library Online Database 08/03/2022 OTHERS   QA76.9.H85 J47 2016eb 08/03/2022 1 08/03/2022 General Circulation