Book Image

How to Test a Time Machine

By : Noemí Ferrera
Book Image

How to Test a Time Machine

By: Noemí Ferrera

Overview of this book

From simple websites to complex applications, delivering quality is crucial for achieving customer satisfaction. How to Test a Time Machine provides step-by-step explanations of essential concepts and practical examples to show you how you can leverage your company's test architecture from different points in the development life cycle. You'll begin by determining the most effective system for measuring and improving the delivery of quality applications for your company, and then learn about the test pyramid as you explore it in an innovative way. You'll also cover other testing topics, including cloud, AI, and VR for testing. Complete with techniques, patterns, tools, and exercises, this book will help you enhance your understanding of the testing process. Regardless of your current role within development, you can use this book as a guide to learn all about test architecture and automation and become an expert and advocate for quality assurance. By the end of this book, you'll be able to deliver high-quality applications by implementing the best practices and testing methodologies included in the book.
Table of Contents (19 chapters)
Part 1 Getting Started – Understanding Where You Are and Where You Want to Go
Part 2 Changing the Status – Tips for Better Quality
Part 3 Going to the Next Level – New Technologies and Inspiring Stories
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...