Preface |
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xix | |
Figure Credits |
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xxvii | |
Overview |
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1 | (6) |
Part I Introduction And Background |
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7 | (48) |
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Chapter 1 What Is Virtual Reality? |
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9 | (6) |
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1.1 The Definition of Virtual Reality |
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9 | (1) |
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10 | (2) |
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12 | (3) |
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Chapter 2 A History of VR |
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15 | (14) |
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15 | (3) |
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18 | (9) |
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27 | (2) |
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Chapter 3 An Overview of Various Realities |
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29 | (16) |
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29 | (1) |
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30 | (15) |
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Chapter 4 Immersion, Presence, and Reality Trade-Offs |
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45 | (8) |
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45 | (1) |
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46 | (1) |
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4.3 Illusions of Presence |
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47 | (2) |
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49 | (4) |
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Chapter 5 The Basics: Design Guidelines |
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53 | (2) |
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5.1 Introduction and Background |
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53 | (1) |
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53 | (1) |
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5.3 An Overview of Various Realities |
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54 | (1) |
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5.4 Immersion, Presence, and Reality Trade-Offs |
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54 | (1) |
Part II Perception |
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55 | (104) |
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Chapter 6 Objective and Subjective Reality |
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59 | (12) |
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6.1 Reality Is Subjective |
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59 | (2) |
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61 | (10) |
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Chapter 7 Perceptual Models and Processes |
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71 | (14) |
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7.1 Distal and Proximal Stimuli |
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71 | (1) |
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7.2 Sensation vs. Perception |
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72 | (1) |
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7.3 Bottom-Up and Top-Down Processing |
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73 | (1) |
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7.4 Afference and Efference |
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73 | (1) |
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7.5 Iterative Perceptual Processing |
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74 | (2) |
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7.6 The Subconscious and Conscious |
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76 | (1) |
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7.7 Visceral, Behavioral, Reflective, and Emotional Processes |
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77 | (2) |
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79 | (1) |
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7.9 Neuro-Linguistic Programming |
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80 | (5) |
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Chapter 8 Perceptual Modalities |
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85 | (26) |
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85 | (14) |
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99 | (4) |
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103 | (2) |
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105 | (1) |
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8.5 Balance and Physical Motion |
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106 | (1) |
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107 | (1) |
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8.7 Multimodal Perceptions |
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108 | (3) |
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Chapter 9 Perception of Space and Time |
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111 | (28) |
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111 | (13) |
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124 | (5) |
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129 | (10) |
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Chapter 10 Perceptual Stability, Attention, and Action |
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139 | (16) |
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10.1 Perceptual Constancies |
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139 | (4) |
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143 | (3) |
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146 | (5) |
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151 | (4) |
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Chapter 11 Perception: Design Guidelines |
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155 | (4) |
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11.1 Objective and Subjective Reality |
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155 | (1) |
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11.2 Perceptual Models and Processes |
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155 | (1) |
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11.3 Perceptual Modalities |
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156 | (1) |
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11.4 Perception of Space and Time |
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156 | (1) |
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11.5 Perceptual Stability, Attention, and Action |
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157 | (2) |
Part III Adverse Health Effects |
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159 | (64) |
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Chapter 12 Motion Sickness |
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163 | (10) |
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163 | (1) |
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12.2 Motion Sickness and Vection |
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164 | (1) |
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12.3 Theories of Motion Sickness |
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165 | (4) |
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12.4 A Unified Model of Motion Sickness |
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169 | (4) |
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Chapter 13 Eye Strain, Seizures, and Aftereffects |
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173 | (4) |
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13.1 Accommodation-Vergence Conflict |
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173 | (1) |
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13.2 Binocular-Occlusion Conflict |
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173 | (1) |
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174 | (1) |
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174 | (3) |
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Chapter 14 Hardware Challenges |
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177 | (6) |
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177 | (1) |
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178 | (1) |
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178 | (1) |
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179 | (4) |
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183 | (12) |
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15.1 Negative Effects of Latency |
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183 | (1) |
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184 | (1) |
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15.3 Delayed Perception as a Function of Dark Adaptation |
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185 | (2) |
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187 | (6) |
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193 | (2) |
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Chapter 16 Measuring Sickness |
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195 | (2) |
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16.1 The Kennedy Simulator Sickness Questionnaire |
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195 | (1) |
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196 | (1) |
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16.3 Physiological Measures |
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196 | (1) |
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Chapter 17 Summary of Factors That Contribute to Adverse Effects |
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197 | (10) |
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198 | (2) |
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17.2 Individual User Factors |
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200 | (3) |
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17.3 Application Design Factors |
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203 | (2) |
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17.4 Presence vs. Motion Sickness |
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205 | (2) |
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Chapter 18 Examples of Reducing Adverse Effects |
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207 | (8) |
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207 | (1) |
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18.2 Real-World Stabilized Cues |
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207 | (2) |
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18.3 Manipulate the World as an Object |
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209 | (1) |
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210 | (1) |
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18.5 Minimize Visual Accelerations and Rotations |
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210 | (1) |
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211 | (1) |
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211 | (1) |
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212 | (1) |
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18.9 Reducing Gorilla Arm |
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213 | (1) |
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18.10 Warning Grids and Fade-Outs |
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213 | (1) |
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213 | (2) |
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Chapter 19 Adverse Health Effects: Design Guidelines |
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215 | (8) |
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215 | (1) |
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216 | (1) |
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216 | (1) |
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217 | (1) |
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218 | (1) |
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219 | (1) |
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220 | (1) |
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221 | (2) |
Part IV Content Creation |
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223 | (52) |
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Chapter 20 High-Level Concepts of Content Creation |
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225 | (12) |
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20.1 Experiencing the Story |
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225 | (3) |
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228 | (1) |
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20.3 Conceptual Integrity |
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229 | (1) |
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20.4 Gestalt Perceptual Organization |
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230 | (7) |
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Chapter 21 Environmental Design |
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237 | (14) |
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237 | (1) |
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238 | (1) |
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239 | (1) |
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21.4 Sampling and Aliasing |
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240 | (2) |
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21.5 Environmental Wayfinding Aids |
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242 | (4) |
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246 | (5) |
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Chapter 22 Affecting Behavior |
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251 | (10) |
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22.1 Personal Wayfinding Aids |
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251 | (3) |
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254 | (1) |
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255 | (1) |
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22.4 Casual vs. High-End VR |
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255 | (2) |
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22.5 Characters, Avatars, and Social Networking |
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257 | (4) |
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Chapter 23 Transitioning to VR Content Creation |
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261 | (6) |
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23.1 Paradigm Shifts from Traditional Development to VR Development |
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261 | (1) |
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23.2 Reusing Existing Content |
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262 | (5) |
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Chapter 24 Content Creation: Design Guidelines |
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267 | (8) |
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24.1 High-Level Concepts of Content Creation |
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267 | (2) |
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24.2 Environmental Design |
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269 | (2) |
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271 | (1) |
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24.4 Transitioning to VR Content Creation |
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272 | (3) |
Part V Interaction |
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275 | (94) |
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Chapter 25 Human-Centered Interaction |
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277 | (12) |
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277 | (1) |
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25.2 Norman's Principles of Interaction Design |
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278 | (6) |
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25.3 Direct vs. Indirect Interaction |
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284 | (1) |
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25.4 The Cycle of Interaction |
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285 | (2) |
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287 | (2) |
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Chapter 26 VR Interaction Concepts |
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289 | (18) |
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26.1 Interaction Fidelity |
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289 | (2) |
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26.2 Proprioceptive and Egocentric Interaction |
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291 | (1) |
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291 | (6) |
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297 | (4) |
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301 | (1) |
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26.6 Multimodal Interaction |
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302 | (1) |
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26.7 Beware of Sickness and Fatigue |
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303 | (1) |
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26.8 Visual-Physical Conflict and Sensory Substitution |
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304 | (3) |
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307 | (16) |
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27.1 Input Device Characteristics |
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307 | (4) |
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27.2 Classes of Hand Input Devices |
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311 | (6) |
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27.3 Classes of Non-hand Input Devices |
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317 | (6) |
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Chapter 28 Interaction Patterns and Techniques |
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323 | (32) |
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325 | (7) |
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28.2 Manipulation Patterns |
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332 | (3) |
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28.3 Viewpoint Control Patterns |
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335 | (9) |
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28.4 Indirect Control Patterns |
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344 | (6) |
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350 | (5) |
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Chapter 29 Interaction: Design Guidelines |
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355 | (14) |
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29.1 Human-Centered Interaction |
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355 | (3) |
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29.2 VR Interaction Concepts |
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358 | (3) |
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361 | (2) |
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29.4 Interaction Patterns and Techniques |
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363 | (6) |
Part VI Iterative Design |
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369 | (102) |
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Chapter 30 Philosophy of Iterative Design |
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373 | (6) |
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30.1 VR Is Both an Art and a Science |
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373 | (1) |
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30.2 Human-Centered Design |
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373 | (1) |
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30.3 Continuous Discovery through Iteration |
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374 | (1) |
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30.4 There Is No One Way-Processes Are Project Dependent |
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375 | (1) |
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376 | (3) |
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Chapter 31 The Define Stage |
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379 | (22) |
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380 | (1) |
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380 | (2) |
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31.3 Assessment and Feasibility |
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382 | (1) |
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31.4 High-Level Design Considerations |
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383 | (1) |
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383 | (1) |
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384 | (1) |
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385 | (2) |
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387 | (1) |
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388 | (1) |
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31.10 Project Constraints |
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388 | (3) |
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391 | (1) |
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392 | (1) |
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393 | (1) |
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393 | (2) |
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395 | (6) |
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Chapter 32 The Make Stage |
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401 | (26) |
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402 | (3) |
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32.2 Design Specification |
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405 | (5) |
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32.3 System Considerations |
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410 | (3) |
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413 | (2) |
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32.5 Networked Environments |
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415 | (6) |
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421 | (2) |
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423 | (1) |
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424 | (3) |
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Chapter 33 The Learn Stage |
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427 | (26) |
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33.1 Communication and Attitude |
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428 | (1) |
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429 | (7) |
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33.3 Constructivist Approaches |
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436 | (7) |
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33.4 The Scientific Method |
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443 | (4) |
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447 | (6) |
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Chapter 34 Iterative Design: Design Guidelines |
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453 | (18) |
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34.1 Philosophy of Iterative Design |
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453 | (1) |
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454 | (4) |
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458 | (6) |
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464 | (7) |
Part VII The Future Starts Now |
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471 | (18) |
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Chapter 35 The Present and Future State of VR |
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473 | (12) |
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35.1 Selling VR to the Masses |
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473 | (1) |
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35.2 Culture of the VR Community |
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474 | (1) |
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475 | (5) |
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35.4 Standards and Open Source |
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480 | (3) |
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483 | (1) |
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35.6 The Convergence of AR and VR |
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484 | (1) |
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Chapter 36 Getting Started |
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485 | (4) |
Appendix A Example Questionnaire |
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489 | (6) |
Appendix B Example Interview Guidelines |
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495 | (2) |
Glossary |
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497 | (44) |
References |
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541 | (26) |
Index |
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567 | (34) |
Author's Biography |
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601 | |