1. Provides a toolkit of templates for common VR interactions, as well as practical advice on when to use
them and how to tailor them for specific use cases;
2. Includes case studies detailing the practical application of interaction theory discussed in each chapter;
3. Presents tables of guidelines for practicing VR developers, for reference during software development;
4. Covers procedures for Interface Evaluation - formulas and testing methodologies to ensure that VR
interfaces are effective, efficient, engaging, error-tolerant, and easy to learn;
5. Non-linear organisation - chapters of the book on different concepts can be read to gain knowledge
on a single topic, without requiring other chapters to be read beforehand;
6. Includes ancillaries - PowerPoint slides, 3D models, videos, and a teacher's guide