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This book provides a concise overview of VR systems and their
cybersickness effects, giving a description of possible reasons and
existing solutions to reduce or avoid them. Moreover, the book
explores the impact that understanding how efficiently our brains
are producing a coherent and rich representation of the perceived
outside world would have on helping VR technics to be more
efficient and friendly to use. Getting Rid of Cybersickness will
help readers to understand the underlying technics and social
stakes involved, from engineering design to autonomous vehicle
motion sickness to video games, with the hope of providing an
insight of VR sickness induced by the emerging immersive
technologies. This book will therefore be of interest to academics,
researchers and designers within the field of VR, as well as
industrial users of VR and driving simulators.
This book provides a concise overview of VR systems and their
cybersickness effects, giving a description of possible reasons and
existing solutions to reduce or avoid them. Moreover, the book
explores the impact that understanding how efficiently our brains
are producing a coherent and rich representation of the perceived
outside world would have on helping VR technics to be more
efficient and friendly to use. Getting Rid of Cybersickness will
help readers to understand the underlying technics and social
stakes involved, from engineering design to autonomous vehicle
motion sickness to video games, with the hope of providing an
insight of VR sickness induced by the emerging immersive
technologies. This book will therefore be of interest to academics,
researchers and designers within the field of VR, as well as
industrial users of VR and driving simulators.
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