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IN VIRTUAL AUGMENTED
Designing for the Human Interaction
REA LITY
WHAT IS REALITY ?
perception reconstruction interaction
WTF?!
CAN WE DELIVER REALITY?
TASTE is very limited in humans. No viable delivery systems
SMELL is persistent and emotionally connected. It's complicated / not palette based.
VESTIBULAR system is a very sensitive and complicated accelerometer and gyroscope
HEARING can have huge impact. Simulation by synthesis, propagation and spatialisation. But it's expensive.
VISION is binocular, <135° vertical, <220° horizontal. Spectrum 390 - 750 nm, HDR, variable DoF, Image Quality
HAPTICS.. There is no existing technology to simulate realistic tactile feedback. Skin is our largest organ.
RECREATING REALITY
We lack the ability to RECONSTRUCT ROOMS (Tango?)
the ability to TRACK AND RECREATE PEOPLE (Computer Vision)
the ability to create a CREDIBLE FEEDBACK LOOP between vision,
sound, motor control and haptic sensation
VIRTUAL REALITY
WHERE ARE WE NOW WITH VR?
MVPs Actual gears
Google Cardboard
Samsung Gear VR
HTC Vive
Oculus Rift
A new world, 3D
Object spatial
relationship
User tracking
THE “+” GOES FOR:
Real world
interaction
Lack of tactile
Text
Making the user sick
THE “-” GOES FOR:
1. Affordances
the physical characteristics
of an object that guides the
user in using that object.
SOME VR DESIGN PRINCIPLES
2. Movement
No movement should take
place unless it’s driven by
the user
3. Object placement
Place objects at a
comfortable distance for the
human eye to adapt easily
5. Sound
Not having control of where the
user is looking, sound is a good tool
to tackle this issue, as attention can
be guided by sounds
6. Human scale
For creating immersiveness and
taking advantage of natural
cognitive aspects.
4. Use light
To create depth
Things to consider when building a VR experience
empathy
connectiondiscoverymasterycreationtranscendenc
e
SOME TO REMEMBER AND SOME TO FORGET
empathy
connection
discovery
mastery
creation
transcendenc
e
SO IT'S
EARLY FOR
VIRTUAL
REA LITY
ABOUT
TIME FOR
AUGMENTED
HYPE CYCLE OF INNOVATION
HYPE CYCLE OF AR
RECIPE FOR AR SUCCESS
ONBOARDING
build the narrative
PERSONALISATION
simple and visual
REAL WORLD CUES
create familiarity
INCOMPLETE
randomness
THE SECRET IS IN THE NARRATIVE & ARCHETYPES
Travel to parallel dimensions and meet surreal beings Activate hidden energies
Give clues and guidesX-Ray Vision & See through Heroes team-up

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AR/VR and designing for human interaction

  • 1. IN VIRTUAL AUGMENTED Designing for the Human Interaction REA LITY
  • 2. WHAT IS REALITY ? perception reconstruction interaction WTF?!
  • 3. CAN WE DELIVER REALITY? TASTE is very limited in humans. No viable delivery systems SMELL is persistent and emotionally connected. It's complicated / not palette based. VESTIBULAR system is a very sensitive and complicated accelerometer and gyroscope HEARING can have huge impact. Simulation by synthesis, propagation and spatialisation. But it's expensive. VISION is binocular, <135° vertical, <220° horizontal. Spectrum 390 - 750 nm, HDR, variable DoF, Image Quality HAPTICS.. There is no existing technology to simulate realistic tactile feedback. Skin is our largest organ.
  • 4. RECREATING REALITY We lack the ability to RECONSTRUCT ROOMS (Tango?) the ability to TRACK AND RECREATE PEOPLE (Computer Vision) the ability to create a CREDIBLE FEEDBACK LOOP between vision, sound, motor control and haptic sensation
  • 6.
  • 7. WHERE ARE WE NOW WITH VR?
  • 8. MVPs Actual gears Google Cardboard Samsung Gear VR HTC Vive Oculus Rift
  • 9. A new world, 3D Object spatial relationship User tracking THE “+” GOES FOR:
  • 10. Real world interaction Lack of tactile Text Making the user sick THE “-” GOES FOR:
  • 11. 1. Affordances the physical characteristics of an object that guides the user in using that object. SOME VR DESIGN PRINCIPLES
  • 12. 2. Movement No movement should take place unless it’s driven by the user 3. Object placement Place objects at a comfortable distance for the human eye to adapt easily 5. Sound Not having control of where the user is looking, sound is a good tool to tackle this issue, as attention can be guided by sounds 6. Human scale For creating immersiveness and taking advantage of natural cognitive aspects. 4. Use light To create depth
  • 13. Things to consider when building a VR experience empathy connectiondiscoverymasterycreationtranscendenc e SOME TO REMEMBER AND SOME TO FORGET
  • 15. SO IT'S EARLY FOR VIRTUAL REA LITY ABOUT TIME FOR AUGMENTED
  • 16. HYPE CYCLE OF INNOVATION
  • 18. RECIPE FOR AR SUCCESS ONBOARDING build the narrative PERSONALISATION simple and visual REAL WORLD CUES create familiarity INCOMPLETE randomness
  • 19. THE SECRET IS IN THE NARRATIVE & ARCHETYPES Travel to parallel dimensions and meet surreal beings Activate hidden energies Give clues and guidesX-Ray Vision & See through Heroes team-up