In this talk, we will browse the main VR/AR devices of the market and their specifications (from Mobile VR with Cardboard, or Samsung GearVR to high-end device like HTC Vive or HoloLens...)
We will then uncover the best practices for developing efficient immersive experiences (VR, AR, MR) based on device and UX constraints.
https://www.meetup.com/fr-FR/Tech-Lunch/events/236901703/?eventId=236901703
16. VR on Mobile
• Motion (Translation, walking)
• Hand tracking
• Head tracking (accelerometer: pitch-roll)
• Direction (compass : yaw)
• Localisation (GPS)
• Gaze and click
• Teleport
• Motion (with Google Tango)
20. AR / HUD
• Translation or walking
• Immersion
• Hand tracking
• Head rotation (accelerometer: pitch-roll)
• Direction (compass : yaw)
• Localisation (GPS)
• Gaze and click
• Marker or Marker-less
26. Cross platform
• OSVR : Open-Source Virtual Reality
• All (?) devices and accessories
• All (?) rendering engines (Unity, Unreal, Crytek, WebVR…)
• Open VR (Valve) : Open source for Oculus, Vive, …
• Rendering
• Controllers
• Steam VR includes:
• Open VR
• Chaperone
• Lighthouse Tracking
• Steam Integration
27. Interactions
• Direct or indirect manipulation
• Can I touch my Virtual stuff ?
• Gaming Controllers
• Keyboard, mouse
• Vocal interaction
• Immersive (360) vs Panoramic (center of FoV) experience
28. Menu and UI elements
• Field of view is limited. Don’t obstruct it !!!
• Floating in the FOV
• Pin/unPin (like in real-life)
• Companion, Tag along and peripheral vision
• Button: life-like or abstract ?
• Slider: can I grad and move ?
• Input Text: virtual keyboard, speech recognition…
• Popup: Find something else
• WebPage: Are you kidding me ?
29. Stabilization plane
• All (floating) UI elements have to be aligned to something
• Where is the user center of focus ?
• Distance and accomodation
• On the object surface
• At 2 meters
Focus !!!
32. Motion sickness
• Inconsistent signal from our eyes and vestibular system (inner ear)
• Lack of control, unexcepted acceleration
• Room-scale VR doesn’t have this problem
• unless you play a FPS, Racing, Roller coaster…
Don’t trigger a camera movement without physical user interaction
• Movement or button
Reduce FoV (stable peripheral vision)
Teleport, constant speed (no acceleration)
33. • Can you be 3D Designer/Motion Designer/Game Designer/Coder ?
• Choose your platform(s)
• Define your interactions
• Don’t forget 3D positioning of UI elements
• Prevent motion sickness
• Test and Learn
Take-aways
Ligne 1 : Mobile
Ligne 2 : Desktop
Ligne 3 : Tous les nouveaux qui rentre dans la course à la VR
On peut interagir
- Par manette
- Par gestuelle avec capteur
Pour rendre le monde virtuelle interactif
Comme vue dans le mime avant, interagie avec ce monde
1) Conception et production d'assets.
2) Moteur de rendu et composition de l'expérience.
3) Diffusion / publication
Augment se met par-dessus Vuforia
Computer Vision : Reconnaitre des objets du réel pour afficher du virtuel
Vidéo : Vue a travers tablette, le jongleur est positionner par rapport au tableau.
TAG / MARKER /TRACKER