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How to Test a Time Machine

You're reading from   How to Test a Time Machine A practical guide to test architecture and automation

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Product type Paperback
Published in Mar 2023
Publisher Packt
ISBN-13 9781801817028
Length 384 pages
Edition 1st Edition
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Author (1):
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Noemí Ferrera Noemí Ferrera
Author Profile Icon Noemí Ferrera
Noemí Ferrera
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Toc

Table of Contents (19) Chapters Close

Preface 1. Part 1 Getting Started – Understanding Where You Are and Where You Want to Go
2. Chapter 1: Introduction – Finding Your QA Level FREE CHAPTER 3. Chapter 2: The Secret Passages of the Test Pyramid – The Base of the Pyramid 4. Chapter 3: The Secret Passages of the Test Pyramid – the Middle of the Pyramid 5. Chapter 4: The Secret Passages of the Test Pyramid – the Top of the Pyramid 6. Part 2 Changing the Status – Tips for Better Quality
7. Chapter 5: Testing Automation Patterns 8. Chapter 6: Continuous Testing – CI/CD and Other DevOps Concepts You Should Know 9. Chapter 7: Mathematics and Algorithms in Testing 10. Part 3 Going to the Next Level – New Technologies and Inspiring Stories
11. Chapter 8: Artificial Intelligence is the New Intelligence 12. Chapter 9: Having Your Head up in the Clouds 13. Chapter 10: Traveling Across Realities 14. Chapter 11: How to Test a Time Machine (and Other Hard-to-Test Applications) 15. Chapter 12: Taking Your Testing to the Next Level 16. Index 17. Other Books You May Enjoy Appendix – Self-Assessment

VR and testing

In this section, we will see cases and stories of VR and testing. Let us review the concept of VR and see how applications for it are created.

VR development

As we saw in the Getting started with XR section, VR is about creating realistic artificial worlds for the user to view or interact with.

Generally, VR is achieved by the use of a headset that the users would place upon their heads. However, there are other ways to achieve this. For example, there are simpler versions that do not cover the entire head but work as sort of glasses, which do cover the eyes from external lights.

To cover the part of the interaction with the virtual world, the simplest devices have a point in the middle of the screen (called reticule) that will cause an interaction if it stays on an object for some time. Some other devices add hand-holding controls that allow the user to interact with the virtual world using their hands. More advanced devices can provide other hardware and...

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