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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.
Includes invited lectures presented at The Fifth International Conference on Computational Structures Technology and The Second International Conference on Engineering Computational Technology held in Belgium, September 2000. It includes contributions from: KJ Bathe, JL Chenot, D Chapelle, C Cinquini, M Cross, G De Roeck, and many others.
This new volume, edited by the director of the University of Virginia's Center for Advanced Computational Technology at NASA Langley Research Center, focuses on the component technologies that will play a major role in structures technology for future aerospace systems. Contributors use case histories to demonstrate the technology's development and carry it through to the current state of the art. Each chapter describes current capabilities, deficiencies, and barriers; current research activities; future directions of development; and applicability of the technology in the future--both near and far term.