Simulator Sickness in Virtual Environments

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Publisher :
ISBN 13 :
Total Pages : 74 pages
Book Rating : 4.X/5 (2 download)

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Book Synopsis Simulator Sickness in Virtual Environments by : Eugenia M. Kolasinski

Download or read book Simulator Sickness in Virtual Environments written by Eugenia M. Kolasinski and published by . This book was released on 1995 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Cybersickness in Virtual Reality Versus Augmented Reality

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Publisher : Frontiers Media SA
ISBN 13 : 2889718123
Total Pages : 163 pages
Book Rating : 4.8/5 (897 download)

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Book Synopsis Cybersickness in Virtual Reality Versus Augmented Reality by : Kay Marie Stanney

Download or read book Cybersickness in Virtual Reality Versus Augmented Reality written by Kay Marie Stanney and published by Frontiers Media SA. This book was released on 2021-12-06 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt:

How To Be A Games User Researcher

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Publisher : Independently Published
ISBN 13 :
Total Pages : 184 pages
Book Rating : 4.5/5 (569 download)

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Book Synopsis How To Be A Games User Researcher by : Steve Bromley

Download or read book How To Be A Games User Researcher written by Steve Bromley and published by Independently Published. This book was released on 2021-02-05 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: Love video games? Start your career making them better. Games user researchers run playtests to ensure games are understandable and enjoyable, and are a key part of making games that people love. The video games industry is full of passionate people who care about making fun experiences. If you love games, and want to make them better, consider a career in games user research. Drawing upon ten years of experience working on top games and helping people start their career in games How To Be A Games User Researcher is the essential guide on how to run professional quality playtest studies and get a job in the games industry. What's in the book? Discover How games development works and where research fits in How to plan, run, analyse and debrief professional quality playtests The importance of building relationships with game teams How to start a career in user research The skills required to excel at job interviews Who is this book for? This book is for: Students considering a career in games user research UX researchers looking to transition into games New games user researchers Academics studying games design, development, or HCI Game designers and developers looking to improve the quality of their playtests About the author Steve Bromley led research studies for many of PlayStation's top European games including Horizon: Zero Dawn, SingStar and the PlayStation VR launch lineup. He continues to work with games and VR studios to improve the player experience of their games. For the last five years, Steve Bromley has run a games user research mentoring scheme, which has partnered over one hundred students with more than fifty industry professionals from top companies such as Sony, EA, Valve, Ubisoft, and Microsoft, and helped many people get their first job in games. This book covers many of the topics that mentees have asked as they start their games user research career.

Simulator Sickness in Virtual Environments

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Author :
Publisher :
ISBN 13 :
Total Pages : 74 pages
Book Rating : 4.3/5 ( download)

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Book Synopsis Simulator Sickness in Virtual Environments by : Eugenia M. Kolasinski

Download or read book Simulator Sickness in Virtual Environments written by Eugenia M. Kolasinski and published by . This book was released on 1995 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Getting Rid of Cybersickness

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Publisher : Springer
ISBN 13 : 9783030593445
Total Pages : 148 pages
Book Rating : 4.5/5 (934 download)

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Book Synopsis Getting Rid of Cybersickness by : Andras Kemeny

Download or read book Getting Rid of Cybersickness written by Andras Kemeny and published by Springer. This book was released on 2021-10-21 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators.

Virtual, Augmented and Mixed Reality. Design and Interaction

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Publisher : Springer Nature
ISBN 13 : 3030496953
Total Pages : 674 pages
Book Rating : 4.0/5 (34 download)

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Book Synopsis Virtual, Augmented and Mixed Reality. Design and Interaction by : Jessie Y. C. Chen

Download or read book Virtual, Augmented and Mixed Reality. Design and Interaction written by Jessie Y. C. Chen and published by Springer Nature. This book was released on 2020-07-10 with total page 674 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic. A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows: Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR. Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.

Getting Rid of Cybersickness

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Publisher : Springer Nature
ISBN 13 : 3030593428
Total Pages : 148 pages
Book Rating : 4.0/5 (35 download)

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Book Synopsis Getting Rid of Cybersickness by : Andras Kemeny

Download or read book Getting Rid of Cybersickness written by Andras Kemeny and published by Springer Nature. This book was released on 2020-10-19 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators.

Building User Research Teams

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Publisher :
ISBN 13 : 9781670056849
Total Pages : 226 pages
Book Rating : 4.0/5 (568 download)

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Book Synopsis Building User Research Teams by : Steve Bromley

Download or read book Building User Research Teams written by Steve Bromley and published by . This book was released on 2020-02-15 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Successful products require good decisions. Reliable information about what users are trying to achieve, their context and whether they can and will use your product is essential to making good product decisions. User researchers run robust and repeatable studies to find that information, but they need some tools and support to get started. Building User Research Teams is a practical guide on how to build a research team of any size, starting from convincing colleagues why they need a user research team, through the development and implementation of the tools and processes needed, to running high quality studies and mapping the future development of a growing research team. Learn how to: Advocate for user research inside your organisation Budget for and equip a research team Create the templates and tools needed to run research Run studies that are impactful and accurate Optimise your research team's workflow Grow a research team long-term This book is useful for: Companies looking to hire their first researcher New research leaders establishing a team Independent researchers in companies looking to maximise their impact Designers, product managers and UX professionals wanting to incorporate research best practice into their work

Virtual, Augmented and Mixed Reality

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Publisher : Springer
ISBN 13 : 3319579878
Total Pages : 568 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Virtual, Augmented and Mixed Reality by : Stephanie Lackey

Download or read book Virtual, Augmented and Mixed Reality written by Stephanie Lackey and published by Springer. This book was released on 2017-06-28 with total page 568 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 9th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 45 papers presented in this volume were organized in topical sections named: developing virtual and augmented environments; interaction techniques in VAMR; VAMR in education and training; virtual worlds and games; user experience in VAMR; and health issues in VR.

Encyclopedia of Computer Graphics and Games

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Publisher : Springer Nature
ISBN 13 : 3031231619
Total Pages : 2150 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Effect of Viewing Conditions on Sickness and Distance Estimation in a Virtual Environment

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Publisher :
ISBN 13 :
Total Pages : 56 pages
Book Rating : 4.X/5 (4 download)

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Book Synopsis Effect of Viewing Conditions on Sickness and Distance Estimation in a Virtual Environment by : Jennifer A. Ehrlich

Download or read book Effect of Viewing Conditions on Sickness and Distance Estimation in a Virtual Environment written by Jennifer A. Ehrlich and published by . This book was released on 2000 with total page 56 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Previous research indicates that Helmet Mounted Displays (HMDs) using stereoscopic presentation techniques induce greater Simulator Sickness symptomology than a biocular presentation. However, neither of these presentation methods takes into account the different perspective each eye normally receives as a result of each eye turning to fixate on objects in different depth planes, referred to as vergence movements. The present study examined the effects of a vergence algorithm moderating the stereoscopic display in an HMD in a within subjects comparison to standard stereoscopic and biocular presentations. The experiment used a distance estimation task and the other major variable was incidence of simulator sickness. The experiment task required moving through rooms in a virtual environment and providing distance estimates to different objects. The findings suggest that most participants would recover more easily from simulator sickness symptoms with a vergence viewing condition. However, because this study shows a wide range of individual differences, a vergence adjustment to stereoscopic presentation should not be expected to eliminate the number of participants withdrawing, but only to reduce their number when repeated exposures are involved. Also, the range of individual differences indicates a need for multiple measures of symptomology not only to help identify individuals who are under duress, but to better assess when they have adapted. One candidate measure of duress is dark vergence, based on its objective scaling, its relevance to adaptation, and its correlation with 55 sub-scale scores."--DTIC.

The VR Book

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Publisher : Morgan & Claypool
ISBN 13 : 1970001135
Total Pages : 523 pages
Book Rating : 4.9/5 (7 download)

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Book Synopsis The VR Book by : Jason Jerald

Download or read book The VR Book written by Jason Jerald and published by Morgan & Claypool. This book was released on 2015-09-01 with total page 523 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have 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 is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; 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 such issues, focusing upon the human element of VR rather than technical implementation, for 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, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.

Understanding Virtual Reality

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Publisher : Morgan Kaufmann
ISBN 13 : 012801038X
Total Pages : 938 pages
Book Rating : 4.1/5 (28 download)

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Book Synopsis Understanding Virtual Reality by : William R. Sherman

Download or read book Understanding Virtual Reality written by William R. Sherman and published by Morgan Kaufmann. This book was released on 2018-11-08 with total page 938 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software and a new glossary with pictures

HCI in Mobility, Transport, and Automotive Systems. Automated Driving and In-Vehicle Experience Design

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Publisher : Springer Nature
ISBN 13 : 3030505235
Total Pages : 474 pages
Book Rating : 4.0/5 (35 download)

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Book Synopsis HCI in Mobility, Transport, and Automotive Systems. Automated Driving and In-Vehicle Experience Design by : Heidi Krömker

Download or read book HCI in Mobility, Transport, and Automotive Systems. Automated Driving and In-Vehicle Experience Design written by Heidi Krömker and published by Springer Nature. This book was released on 2020-07-10 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 12212 and 12213 constitutes the refereed proceedings of the Second International Conference on HCI in Mobility, Transport, and Automotive Systems, MobiTAS 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July, 2020.* A total of 1439 full papers and 238 posters have been carefully reviewed and accepted for publication in HCII 2020. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. MobiTAS 2020 includes a total of 59 papers and they are organized in the following topical sections: Part I, Automated Driving and In-Vehicle Experience Design: UX topics in automated driving, and designing in-vehicle experiences. Part II, Driving Behavior, Urban and Smart Mobility: studies on driving behavior, and urban and smart mobility. *The conference was held virtually due to the COVID-19 pandemic.

Learning in a Synthetic Environment

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Publisher :
ISBN 13 :
Total Pages : 86 pages
Book Rating : 4.:/5 (319 download)

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Book Synopsis Learning in a Synthetic Environment by : David M. Johnson

Download or read book Learning in a Synthetic Environment written by David M. Johnson and published by . This book was released on 1997 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Soldiers explored a synthetic representation of an Army heliport under three visual display conditions: (1) wide field of view (FOV) helmet mounted display, (2) narrow FOV helmet mounted display, and (3) stationary, wide screen display. Pretest and posttest measures of spatial knowledge were recorded. Measures of presence in the virtual environment were recorded. Measures of simulator sickness were administered upon exit from the virtual environment and 24 hours later. Overall, soldiers acquired a significant amount of spatial knowledge from the synthetic representation. When transferred to the actual Army heliport, soldiers were able to navigate around the location with near zero errors. There was no effect of visual display on any measures of spatial knowledge. Also, there was no effect of visual display on reported presence or simulator sickness. Simulator sickness was significantly reduced after 24 hours away from the virtual environment. Presence did not correlate with spatial knowledge. Simulator sickness correlated negatively with spatial knowledge. Presence and simulator sickness were negatively correlated."--DTIC.

Quality of Experience

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Publisher : Springer
ISBN 13 : 331902681X
Total Pages : 434 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis Quality of Experience by : Sebastian Möller

Download or read book Quality of Experience written by Sebastian Möller and published by Springer. This book was released on 2014-07-08 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline “Quality of Experience” and combine the state-of-the-art knowledge in one single volume.

Advances in Human Factors, Business Management, Training and Education

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Publisher : Springer
ISBN 13 : 3319420704
Total Pages : 1284 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Advances in Human Factors, Business Management, Training and Education by : Jussi Ilari Kantola

Download or read book Advances in Human Factors, Business Management, Training and Education written by Jussi Ilari Kantola and published by Springer. This book was released on 2016-07-26 with total page 1284 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book reports on practical approaches for facilitating the process of achieving excellence in the management and leadership of organizational resources. It shows how the principles of creating shared value can be applied to ensure faster learning, training, business development, and social renewal. In particular, the book presents novel methods and tools for tackling the complexity of management and learning in both business organizations and society. It covers ontologies, intelligent management systems, methods for creating knowledge and value added. It gives novel insights into time management and operations optimization, as well as advanced methods for evaluating customers’ satisfaction and conscious experience. Based on the AHFE 2016 International Conference on Human Factors, Business Management and Society, held on July 27-31, 2016, Walt Disney World®, Florida, USA, the book provides both researchers and professionals with new tools and inspiring ideas for achieving excellence in various business activities.