Skip to content
DELIVERY: Please note, the Christmas deadline has now passed and we can no longer guarantee delivery before 25th December 2025.
DELIVERY: Please note, the Christmas deadline has now passed and we can no longer guarantee delivery before 25th December 2025.

The VR Book: Human-Centered Design for Virtual Reality (ACM Books

Human-Centered Design for Virtual Reality

Jason Jerald
Barcode 9781970001129
Paperback

Sold out
Original price £85.35 - Original price £85.35
Original price
£85.35
£85.35 - £85.35
Current price £85.35

Click here to join our rewards scheme and earn points on this purchase!

Availability:
Out of stock

Release Date: 30/09/2015

Genre: Computing & Internet
Label: Morgan & Claypool Publishers
Series: ACM Books
Language: English
Publisher: Morgan & Claypool Publishers

Human-Centered Design for Virtual Reality
When virtual reality (VR) is done badly, not only is the system frustrating to use, but it can result in sickness. 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.
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.