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Virtual Reality and Ergonomics: Making the Immersive Experience

dc.contributor.authorFerreira Cavalcanti, Janaina
dc.contributor.authorArmando Duarte, Fernanda Carolina [UNESP]
dc.contributor.authorFigueiredo Ayabe, Rodrigo Crissiuma [UNESP]
dc.contributor.authorBarbosa da Silva, Anderson Goncalves [UNESP]
dc.contributor.authorSoares, M. M.
dc.contributor.authorRosenzweig, E.
dc.contributor.authorMarcus, A.
dc.contributor.institutionUniv Politecn Valencia
dc.contributor.institutionUniversidade Estadual Paulista (UNESP)
dc.contributor.institutionUniv Anhembi Morumbi
dc.contributor.institutionFac Impacta Tecnol
dc.date.accessioned2022-04-28T17:21:49Z
dc.date.available2022-04-28T17:21:49Z
dc.date.issued2021-01-01
dc.description.abstractThe hardware requirements of Virtual Reality (VR) environments are more affordable each day. Users can be immersed in virtual environments by different technologies but the most affordable immersive technology with enough feature is Head-mounted display (HMD), a visual display that is more or less rigidly attached to the head. Devices like HTC Vive and Oculus Rift allow creating VR experience with reduced budget and high levels of interaction. The human experience is a multisensory process, which shifts according to changes in perception and individual experiences. Ergonomics emerges as an indispensable discipline for human interaction with the new technologies providing high usability (efficiency, learnability and satisfaction), proper functionality (easy navigation, easy interface condition) and achieving the most varied possible ends of them. To supply which aspects provides a better experience, recent research addressing technical and structural issues of technological devices will be considered, taking into account the immersion variables and the user's comfort. It will be shown that since of the hand-held stereoscope by David Brewster among of the years, there is an incessant search for the creation of what is not presented, sharpening our imagination, capturing our attention and providing new interactions. Also, since the Renaissance technology has become an essential element in the perception of the gazer thanks to the development of optical devices and techniques for representing the perspective. This synthesis of current research will be helpful to VR Researchers, developers, designers, entrepreneurs, managers, marketers and users to select the appropriate features and hardware for each VR experience abstract should summarize the contents of the paper in short terms, i.e. 150-250 words.en
dc.description.affiliationUniv Politecn Valencia, Valencia 46022, Spain
dc.description.affiliationUniv Estadual Paulista, BR-01140070 Barra Funda, SP, Brazil
dc.description.affiliationUniv Anhembi Morumbi, BR-04705000 Morumbi, SP, Brazil
dc.description.affiliationFac Impacta Tecnol, BR-01133000 Bom Retiro, SP, Brazil
dc.description.affiliationUnespUniv Estadual Paulista, BR-01140070 Barra Funda, SP, Brazil
dc.format.extent158-170
dc.identifierhttp://dx.doi.org/10.1007/978-3-030-78227-6_12
dc.identifier.citationDesign, User Experience, And Usability: Design For Contemporary Technological Environments, Duxu 2021, Pt Iii. Cham: Springer International Publishing Ag, v. 12781, p. 158-170, 2021.
dc.identifier.doi10.1007/978-3-030-78227-6_12
dc.identifier.issn0302-9743
dc.identifier.urihttp://hdl.handle.net/11449/218578
dc.identifier.wosWOS:000766195100012
dc.language.isoeng
dc.publisherSpringer
dc.relation.ispartofDesign, User Experience, And Usability: Design For Contemporary Technological Environments, Duxu 2021, Pt Iii
dc.sourceWeb of Science
dc.subjectVirtual reality
dc.subjectImmersive design
dc.subjectVirtual reality devices
dc.subjectErgonomics
dc.subjectHuman-computer interaction
dc.titleVirtual Reality and Ergonomics: Making the Immersive Experienceen
dc.typeTrabalho apresentado em evento
dcterms.licensehttp://www.springer.com/open+access/authors+rights?SGWID=0-176704-12-683201-0
dcterms.rightsHolderSpringer
dspace.entity.typePublication

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