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Learning the Rules to Break Them
Designing for the Future of VR
Mike Harris
Immersive Technologies Developer
CrossComm
www.crosscomm.com
mikeharris@crosscomm.com
@harris_in_nola
Note:
This deck is being turned into a multi-
part series filmed in VR.
For updates, subscribe to:
https://bit.ly/2SjDP8j
“One of the symptoms of an
approaching nervous breakdown
is the belief that one's work is
terribly important.”
- Bertrand Russell
Primary Sources
Cardboard Design Lab
Oculus VR Best Practices
Google Designing for Google Cardboard
Publishing Google VR Apps
Daydream Elements: Foundational VR Design
Microsoft Design for Mixed Reality
Unity VR Best Practice
Unreal Virtual Reality Best Practices
Mike Alger - VR Interface Design Pre-Visualisation Methods
Designing Screen Interfaces for VR (Google I/O ‘17)
Intel Guidelines for Immersive Virtual Reality Experiences
3D User Interfaces for Virtual Reality and Games: 3D Selection, Manipulation, and Spatial
Navigation: Siggraph 2018 Course Notes
Samsung: VR Design: Transitioning from a 2D to 3D Design Paradigm
A Quick Story…
Headset Specific Considerations
Oculus Rift
HTC Vive
Windows
Mixed
Reality
Gear VR
Lenovo Mirage
Oculus GO
Google
Daydream
Google
Cardboard
DoF = Degrees of Freedom
3DoF v. 6DoF
6DoF = Rotation and Position3DoF = Rotation Only
6DoF3DoF
Oculus Rift
HTC Vive
Windows
Mixed
RealityGear VR
Lenovo Mirage
Oculus GO
Google
Daydream
Google
Cardboard
• Gaze based – Based on where the user is looking
• Single 3DoF controller – One hand, rotation only
• Dual 6DoF controller – Two hands, rotation and position
VR Input
Gaze-Based
3 DoF Controllers
3DoF Controllers
Oculus Go Gear VR Google Daydream
3DoF Controllers
3 DoF Controller Tracking to real life comparison
6 DoF Controllers
Trigger Grip
2-Axis
TriggerGrip
2-Axis
Trigger Grip
2-Axis
Oculus Rift HTC Vive
Windows
Mixed
Reality
Mobile vs. PC tethered
Refresh rates differ 60Hz/72Hz/90Hz/120Hz
Missed Frames = Judder
Performance
=
Performance Sacrifices
• Post Processing Effects
• Shadows
• HDR Rendering
• Transparency
• Textures
• Shader Complexity
• Physics
• Number of Visible Objects
• Complexity of 3D Geometry
• UI Complexity
VR Input
VR in 2019
Standalone 6DoF + Dual 6DoF Controllers
Spatial Design
Vergence Accommodation
Vergence Accommodation Conflict
Vergence Accommodation Conflict
Vergence Accommodation Conflict
Be Cognizant of Depth:
• Avoid forcing users to switch between near/far object repeatedly
• Avoid forcing users to track objects moving towards/away from them for extended periods
• Depth budget?
• What is the ideal depth for VR content?
Vergence Accommodation Conflict
• < 0.5M Avoid Placing Objects Here
• 1M – 5M Ideal Depth for 3D Objects
• > 20M Depth Perception Falls Off
Monocular Depth Cues
Parallax Motion
Perspective
Monocular Depth Cues
Relative/Familiar/Absolute Size
Monocular Depth Cues
Occlusion
Monocular Depth Cues
Distance Fog
Monocular Depth Cues
Texture Scaling
Monocular Depth Cues
Monocular Depth Cues
Horizon Proximity
Monocular Depth Cues
Parallax Motion
Perspective
Relative/Familiar/Absolute Size
Occlusion
Distance Fog
Texture Scaling
Horizon Proximity
Seated VR vs. Standing VR
Seated VR Ergonomics
Seated VR Ergonomics
Seated VR Ergonomics
Standing VR
User Responsive Design
User Responsive Design
Oculus - OVRBoundary.GetGeometry()
SteamVR - SteamVR_PlayArea.GetBounds()
WMR - UnityEngine.Experimental.XR.Boundary.TryGetGeometry()
User Responsive Design
Audio
Audio
Audio
Audio
Audio
Haptic Feedback
Haptic Feedback
Haptic Feedback
Loading Screens
Loading…
Interaction
Interfaces
Interfaces
Occlusion and
Depth Cue Conflicts
Interfaces
Interfaces
Occlusion and Depth Cue Conflicts
Occlusion and
Depth Cue Conflicts
Interfaces
Occlusion and Depth Cue Conflicts
Occlusion and
Depth Cue Conflicts
• Cardboard Design Lab:
• .5 meters is range for comfortable closeness, but still hard to read
UI
• 1 meter is the minimum range for comfortable UI
• 3 meters is suggested
• Oculus VR Best Practices:
• Objects that you know the user will be fixating their eyes on for
an extended period of time (e.g., a menu, an object of interest in
the environment) should be rendered at least 0.5 meters away.
Many have found that 1 meter is a comfortable distance for
menus and GUIs that users may focus on for extended periods of
time.
• Microsoft:
• For maximum comfort, the optimal zone for hologram placement
is between 1.25m and 5m. In every case, designers should
attempt to structure content scenes to encourage users to
interact 1m or farther away from the content
• Designing Screen Interfaces for VR (Google I/O '17):
• 2.5 meter for main Content, 2.25 meter for navigation elements.
Interfaces
1M
5M
1M
5M
Interfaces
Interfaces
Font and Symbol Sizing
Interfaces
Designing Screen Interfaces for VR - Google I/O 2017
Interfaces
Consistent Angular Size
DMM = Distance-independent Millimeter
Interfaces
1 DMM = 1mm at 1M
1 DMM = 20mm at 20M
1 DMM = .5mm at .5M
Interfaces
Current VR Headset
10-20 pixels per degree
Human Retina
60 pixels per degree
Interfaces
Interfaces
Skeuomorphism > Minimalism
Interfaces
Interfaces
Input
Interfaces
“Gorilla Arm”
Copyright 20th Century Fox, DreamWorks Pictures, Amblin Entertainment, Blue Tulip Productions
Input
Reticles
Input
Input
• Smooth out controller shaking
• Magnetism
• Stickiness
• Postdating User Input
Input
Improving Accuracy
Selection Input
Input
Trigger Touchpad
Input
Input
Wikimedia Commons: InkassoSchroeder
Object Manipulation
Let Users Throw Things!
Throwing Can be Tricky
Grabbing
Attaching v. Interpolating
3DoF Manipulation
3DoF Manipulation
Interaction
Locomotion
Motion-Induced VR Sickness
• Sensory Conflict – “Brain is expecting one type of
input, but getting something different.”
• Postural Instability – “Information we need to
properly maintain balance is missing/incorrect.”
• Vestibulo-Ocular Reflex – “Feedback loop between
eye muscles and inner ear is disrupted.”
• Poison Theory – “Incorrect inner ear signals is
typically associated with poisoning, so we should
vomit to be safe.”
Vestibular System
vs.
Visual System
Vestibular System
Vestibular System
Vestibular System
Vection
Vection
Vestibular vs. Vision
Vestibular vs. Vision
Early Lessons
• Always Maintain Head Tracking
• No Zoom, Blur, Screen-Shake, or Artificial Head-Bob
• No Traditional Mouse & Keyboard or Gamepad Locomotion (especially
smooth rotation)
• Acceleration is Worse than Constant Velocity
• Rotational Acceleration is Worse than Linear
• Rhythmic Acceleration is Worse than Constant
UPSHOT: Avoid artificial movement. If you must move the user, use
constant velocities and (near)instantaneous acceleration
Room Scale VR
Teleportation
Teleportation
Teleportation
Teleportation
Teleportation
Teleportation Problems
• Disorientation (especially with rotation change)
• Loss of Immersion/presence
• Tedious (especially over long distances)
Artificial Movement
Artificial Movement
Artificial Movement
Artificial Movement
Artificial Movement
Artificial Movement
Proprioception = Signals from Muscles and Joints
Proprioception
Proprioception Required For:
Proprioception
Proprioception
Proprioception
Advice for Designing Locomotion:
• Users have different levels of sensitivity
• Sensitivity tends to decrease over time
• Test often and with a variety of users
• Provide comfort options
Comfort Options
Comfort Options
Comfort Options
Comfort Options
• Snap Turns
• Stable Frame of Reference
• FOV Narrowing During Motion
• Stabilizing Grid
• Consider Leaving On by Default
Comfort Options
Learning the Rules to Break Them
Designing for the Future of VR
Mike Harris
Immersive Technologies Developer
CrossComm
www.crosscomm.com
mikeharris@crosscomm.com
@harris_in_nola

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