1. Provides a toolkit of templates for common VR interactions, as
well as practical advice on when to use them and how to tailor them
for specific use cases; 2. Includes case studies detailing the
practical application of interaction theory discussed in each
chapter; 3. Presents tables of guidelines for practicing VR
developers, for reference during software development; 4. Covers
procedures for Interface Evaluation - formulas and testing
methodologies to ensure that VR interfaces are effective,
efficient, engaging, error-tolerant, and easy to learn; 5.
Non-linear organisation - chapters of the book on different
concepts can be read to gain knowledge on a single topic, without
requiring other chapters to be read beforehand; 6. Includes
ancillaries - PowerPoint slides, 3D models, videos, and a teacher's
guide
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