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008 160408t20162016nyua a001 0 eng d
020 _a9781970001129
_qpaperback
_cRM301.53
020 _a1970001127
020 _a9781970001150
020 _a1970001151
039 9 _a201611250830
_basrul
_c201611241730
_dnikzal
_c201611241729
_dnikzal
_c201611180955
_dbinar
_y04-08-2016
_zbinar
040 _aYDXCP
_beng
_cYDXCP
_dTXA
_dOCLCF
_dUKM
_erda
090 _aQA76.9.H85J437 3
090 _aQA76.9.H85
_bJ437 3
100 1 _aJerald, Jason,
_eauthor.
245 1 4 _aThe VR book :
_bhuman-centered design for virtual reality /
_cJason Jerald, NextGen Interactions.
246 3 _aVirtual reality book : human-centered design for virtual reality.
264 1 _a[New York] :
_bAssociation for Computing Machinery,
_c[2016].
264 4 _c©2016.
300 _axxxiii, 599 pages :
_billustrations ;
_c24 cm.
336 _atext
_2rdacontent
337 _aunmediated
_2rdamedia
338 _avolume
_2rdacarrier
490 0 _aACM books,
_x2374-6777 ;
_v#8.
504 _aReferences : page [541]-566.
520 3 _aVirtual 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.
650 0 _aHuman-computer interaction.
650 0 _aVirtual reality.
830 0 _aACM books,
_x2374-6777 ;
_v#8.
907 _a.b1630651x
_b2019-11-12
_c2019-11-12
942 _c01
_n0
_kQA76.9.H85J437 3
914 _avtls003604042
990 _anz
991 _aFakulti Teknologi dan Sains Maklumat
998 _al
_b2016-08-04
_cm
_da
_feng
_gnyu
_y0
_z.b1630651x
999 _c608200
_d608200