| 000 | 02835cam a2200433 i 4500 | ||
|---|---|---|---|
| 005 | 20250919011731.0 | ||
| 008 | 160408t20162016nyua a001 0 eng d | ||
| 020 |
_a9781970001129 _qpaperback _cRM301.53 |
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| 020 | _a1970001127 | ||
| 020 | _a9781970001150 | ||
| 020 | _a1970001151 | ||
| 039 | 9 |
_a201611250830 _basrul _c201611241730 _dnikzal _c201611241729 _dnikzal _c201611180955 _dbinar _y04-08-2016 _zbinar |
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| 040 |
_aYDXCP _beng _cYDXCP _dTXA _dOCLCF _dUKM _erda |
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| 090 | _aQA76.9.H85J437 3 | ||
| 090 |
_aQA76.9.H85 _bJ437 3 |
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| 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]. |
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| 264 | 4 | _c©2016. | |
| 300 |
_axxxiii, 599 pages : _billustrations ; _c24 cm. |
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| 336 |
_atext _2rdacontent |
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| 337 |
_aunmediated _2rdamedia |
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| 338 |
_avolume _2rdacarrier |
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| 490 | 0 |
_aACM books, _x2374-6777 ; _v#8. |
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| 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. |
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| 907 |
_a.b1630651x _b2019-11-12 _c2019-11-12 |
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| 942 |
_c01 _n0 _kQA76.9.H85J437 3 |
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| 914 | _avtls003604042 | ||
| 990 | _anz | ||
| 991 | _aFakulti Teknologi dan Sains Maklumat | ||
| 998 |
_al _b2016-08-04 _cm _da _feng _gnyu _y0 _z.b1630651x |
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| 999 |
_c608200 _d608200 |
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