The Design of Virtual and Augmented Reality
  • πŸ˜„Introduction
    • πŸ” Terminology
    • ⁉️Answering Common Questions
  • Background on Existing Design Best Practices
    • 🧩Content Creation: Designing an Experience
    • πŸ§‘β€πŸ€β€πŸ§‘User Experience Design: Designing for People
    • 🏨Environmental Design: Designing for Space
  • The Foundations of VR and AR
    • Immersion, Presence, and Engagement
    • Designing for Human Embodiment
    • Designing for Human Perception
    • Designing for Accessibility
  • Designing for the Medium
    • Challenges of VR Technology
    • Challenges of AR Technology
      • AR Mobile Design
  • An Introduction to Spatial Design
    • Ergonomics of People and Places
    • Input Method
      • Controllers & Other Peripherals
      • Hand Tracking
      • Head Pose and Gaze
      • Voice and Dictation
    • Interface Layout and Location
      • Types of Interfaces and Visual Design
      • Interface Elements and Behaviors
      • Error Prevention
    • Interaction Design
      • Button States and Object Manipulation
      • Uncanny Valley of Interaction Design
  • By Definition, Doing Too Much
    • Multiple Inputs, Platforms, Locations, and People?
    • How To Figure Out What's Not Working
  • Afterword
    • πŸŒ…A Call to the Past and Towards the Future
  • A Ridiculous Repository of Resources and References
    • πŸ—ƒοΈGuides and Frameworks
    • πŸ“ΊVideo Presentations and Essays
    • ✏️Blogs and Articles
    • πŸ“šBooks
    • πŸ“‘Published Research
Powered by GitBook
On this page
  • VR/AR Books
  • Design Books
  1. A Ridiculous Repository of Resources and References

Books

PreviousBlogs and ArticlesNextPublished Research

Last updated 2 years ago

VR/AR Books

Fink, C., & Samit, J. (2019). Convergence: How the World Will Be Painted With Data. Convergence Press.

Fuchs, P., Moreau, G., & Guitton, P. (Eds.). (2011). Virtual reality: concepts and technologies. CRC Press.

Jerald, J. (2016). The VR Book: Human-Centered Design for Virtual Reality. New York, NY: Morgan and Claypool.

LaValle, S. M. (2019). Virtual Reality.

LaViola, Jr., J. J., Kruijff, E., McMahan, R. P., Bowman, D., & Poupyrev, I. P. (2017). 3D User Interfaces: Theory and Practice. Boston: Addison-Wesley Professional.

Linton, P. (2017). The Perception and Cognition of Visual Space. New York City: Springer.

Pangilinan, E., et al. (2019). Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing. Sebastopol: O’Reilly Media.

Papagiannis, H. (2017). Augmented Human: How Technology Is Shaping the New Reality. Sebastopol: O’Reilly Media.

Schmalstieg, D., & Hollerer, T. (2016). Augmented Reality: Principles and Practice. Boston: Addison-Wesley Professional.

Design Books

Alexander, C., Ishikawa, S., & Silverstein, M. (2010). A pattern language: Towns, buildings, construction. New York: Oxford Univ. Pr.

Bachelard, G., & Jolas, M. (2013). The poetics of space. Boston: Beacon Press.

Gilbert, R. (2019). Inclusive Design for a Digital World: Designing with accessibility in mind. S.l.: APRESS.

Hodent, C. (2018). The gamer's brain: How neuroscience and UX can impact video game design. Boca Raton, FL: CRC Press, Taylor & Francis Group.

Laurel, B. (2014). Computers as Theatre. Upper Saddle River (NJ), etc.: Addison-Wesley.

Norman, D. A. (2013). The design of everyday things. New York, NY: Basic Books.

Simitch, A., Warke, V., & Carnicero, I. (2014). The language of architecture: 26 principles every architect should know. Beverly: Rockport.

Swink, S. (2009). Game feel: A Game Designer's Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann /Elsevier.

Totten, C. W. (2019). An architectural approach to level design. Boca Raton, FL: CRC Press, Taylor & Francis.

Yablonski, J. (2020). Laws of UX: Using psychology to Design Better Products & Services. O'Reilly Media.

The content I include here are resources I personally like to provide as educational resources. This does not include every piece of content on VR/AR. I have not purposedfully excluded any individual creator, researcher, studio, or company. Apologies in advance for any dead links.

πŸ“š
http://vr.cs.uiuc.edu/vrbookbig.pdf