Virtual Reality Usability Design


Book Description

The development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers. Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications. The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences. Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered. Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces. Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.




Virtual Environments and Advanced Interface Design


Book Description

This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reader to the subject by defining basic terms, identifying key components of the virtual environment, and reviewing the origins and elements of virtual environments. The second part focuses of current technologies used to present visual, auditory, tactile, and kinesthetic information. The book concludes with an in-depth analysis of how environments and human perception are integrated to create effective virtual systems. Comprehensive and splendidly written, Virtual Environments and Advanced Interface Design will be the "bible" on the subject for years to come. Students and researchers in computer science, psychology, and cognitive science will all want to have a copy on their shelves.




How and Why Does Spatial-Hearing Ability Differ among Listeners? What Is the Role of Learning and Multisensory Interactions?


Book Description

Spatial-hearing ability has been found to vary widely across listeners. A survey of the existing auditory-space perception literature suggests that three main types of factors may account for this variability: - physical factors, e.g., acoustical characteristics related to sound-localization cues, - perceptual factors, e.g., sensory/cognitive processing, perceptual learning, multisensory interactions, - and methodological factors, e.g., differences in stimulus presentation methods across studies. However, the extent to which these–and perhaps other, still unidentified—factors actually contribute to the observed variability in spatial hearing across individuals with normal hearing or within special populations (e.g., hearing-impaired listeners) remains largely unknown. Likewise, the role of perceptual learning and multisensory interactions in the emergence of a multimodal but unified representation of “auditory space,” is still an active topic of research. A better characterization and understanding of the determinants of inter-individual variability in spatial hearing, and of its relationship with perceptual learning and multisensory interactions, would have numerous benefits. In particular, it would enhance the design of rehabilitative devices and of human-machine interfaces involving auditory, or multimodal space perception, such as virtual auditory/multimodal displays in aeronautics, or navigational aids for the visually impaired. For this Research Topic, we have considered manuscripts that: - present new methods, or review existing methods, for the study of inter-individual differences; - present new data (or review existing) data, concerning acoustical features relevant for explaining inter-individual differences in sound-localization performance; - present new (or review existing) psychophysical or neurophysiological findings concerning spatial hearing and/or auditory perceptual learning, and/or multisensory interactions in humans (normal or impaired, young or older listeners) or other species; - discuss the influence of inter-individual differences on the design and use of assistive listening devices (rehabilitation) or human-machine interfaces involving spatial hearing or multimodal perception of space (ergonomy).




Computer Music Modeling and Retrieval. Sense of Sounds


Book Description

This book constitutes the thoroughly refereed post-conference proceedings of the 4th International Computer Music Modeling and Retrieval Symposium, CMMR 2007, held in Copenhagen, Denmark, in August 2007 jointly with the International Computer Music Conference 2007, ICMC 2007. The 33 revised full papers presented were carefully selected during two rounds of reviewing and improvement. Due to the interdisciplinary nature of the area, the papers address a broad variety of topics in computer science and engineering areas such as information retrieval, programming, human computer interaction, digital libraries, hypermedia, artificial intelligence, acoustics, signal processing, etc. CMMR 2007 has put special focus on the Sense of Sounds from the synthesis and retrieval point of view. This theme is pluridisciplinary by nature and associates the fields of sound modeling by analysis, synthesis, perception and cognition.




Space Time Play


Book Description

Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?







The Second Australasian Conference on Interactive Entertainment


Book Description

The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.




Storytelling for Spatial Computing and Mixed Reality


Book Description

This is a clear, accessible manual of storytelling techniques and learning activities for spatial computing, augmented reality and mixed reality. It covers the key skills that the next generation of digital storytellers will need, providing readers with practical tools for creating digital stories and adventures out in the real world. Drawing on more than a decade of experience, veteran immersive storyteller Rob Morgan provides strategies and techniques for augmenting players and places with digital narrative. Readers will try out key ideas through a range of practical exercises, building up their own portfolio of augmented/spatial narrative projects. Storytelling for Spatial Computing and Mixed Reality provides insight on everything from narrative pacing to conditional and emergent storytelling for augmented/spatial technology. Each chapter addresses key questions about the affordances - and ethics - of augmenting players' realities, helping students and practitioners explore this new storytelling frontier. This book will be invaluable to students of game design, experience design and interactive narrative. It provides theories, best practices and case studies also relevant to creative professionals in games, XR, immersive theatre, theme parks and brand experience.




Sonic Interactions in Virtual Environments


Book Description

This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.