This is a strong foundation of human-centric virtual reality design
for anyone and everyone involved in creating VR experiences.
Without a clear understanding of the human side of virtual reality
(VR), the experience will always fail. The VR Book bridges this gap
by focusing on human-centered design. Creating compelling VR
applications is an incredibly complex challenge. When done well,
these experiences can be brilliant and pleasurable, but when done
badly, they can result in frustration and sickness. Whereas
limitations of technology can cause bad VR execution, problems are
oftentimes caused by a lack of understanding human perception,
interaction, design principles, and real users. This book focuses
on the human elements of VR, such as how users perceive and
intuitively interact with various forms of reality, causes of VR
sickness, creating useful and pleasing content, and how to design
and iterate upon effective VR applications. This book is not just
for VR designers, it is for managers, programmers, artists,
psychologists, engineers, students, educators, and user experience
professionals. It is for the entire VR team, as everyone
contributing should understand at least the basics of the many
aspects of VR design. The industry is rapidly evolving, and The VR
Book stresses the importance of building prototypes, gathering
feedback, and using adjustable processes to efficiently iterate
towards success. It contains extensive details on the most
important aspects of VR, more than 600 applicable guidelines, and
over 300 additional references.
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