Simulator Sickness in Virtual Environments

Simulator Sickness in Virtual Environments
Title Simulator Sickness in Virtual Environments PDF eBook
Author Eugenia M. Kolasinski
Publisher
Pages 74
Release 1995
Genre Motion sickness
ISBN

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Simulator Sickness in Virtual Environments

Simulator Sickness in Virtual Environments
Title Simulator Sickness in Virtual Environments PDF eBook
Author Eugenia M. Kolasinski
Publisher
Pages 74
Release 1995
Genre Motion sickness
ISBN

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Cybersickness in Virtual Reality Versus Augmented Reality

Cybersickness in Virtual Reality Versus Augmented Reality
Title Cybersickness in Virtual Reality Versus Augmented Reality PDF eBook
Author Kay Marie Stanney
Publisher Frontiers Media SA
Pages 163
Release 2021-12-06
Genre Technology & Engineering
ISBN 2889718123

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Getting Rid of Cybersickness

Getting Rid of Cybersickness
Title Getting Rid of Cybersickness PDF eBook
Author Andras Kemeny
Publisher Springer
Pages 148
Release 2020-11-24
Genre Computers
ISBN 9783030593414

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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

Virtual, Augmented and Mixed Reality. Design and Interaction
Title Virtual, Augmented and Mixed Reality. Design and Interaction PDF eBook
Author Jessie Y. C. Chen
Publisher Springer Nature
Pages 674
Release 2020-07-10
Genre Computers
ISBN 3030496953

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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.

Handbook of Virtual Environments

Handbook of Virtual Environments
Title Handbook of Virtual Environments PDF eBook
Author Kelly S. Hale
Publisher CRC Press
Pages 1273
Release 2002-01-01
Genre Technology & Engineering
ISBN 0585399107

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This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide

How To Be A Games User Researcher

How To Be A Games User Researcher
Title How To Be A Games User Researcher PDF eBook
Author Steve Bromley
Publisher Independently Published
Pages 184
Release 2021-02-05
Genre
ISBN

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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.