techlunch vr - immersive experiences guidelines and best practices
Post on 12-Apr-2017
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Prsentation PowerPoint
Vincent Guigui Innovative Interactions Advisor
Immersive ExperiencesBest practices
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Virtualized RealityAugmented VirtualityMediated RealityAugmented RealityAmplified RealityVirtual RealityRealityMixed Realities
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V
VirtualA
AugmentedM
Mixed
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Quizz
Sci-Fi : Hologram
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Reality (not really augmented)
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1930 - 1980Stereoscopy
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Head up display (HUD) ~ Augmented RealityAdd digital information in the field of view
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VR / Stereoscopy1995
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Virtual Reality (mobile)
1995 : Virtual Boy
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Virtual Reality (on Desktop)
1995 : Virtual Boy
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Head up display (HUD) / Augmented Reality
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Augmented Reality
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Mixed Reality (HoloLens)Virtual content co-exist with the physical world
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Facebook Oculus RiftHTC VivePlaystation VRIntel Alloy
Acer, AMD, ASUS, CyberPowerPC, Dell, Falcon Northwest, HP, HTC, iBuyPower, Intel, Lenovo, LG, MSI, Qualcomm, SamsungVirtual Reality devices
Google Cardboard/HomidoSamsung Gear VRMattel View Master + AppleGoogle Daydream
Ligne 1 : MobileLigne 2 : DesktopLigne 3 : Tous les nouveaux qui rentre dans la course la VR15
VR on Mobile
Motion (Translation, walking)Hand trackingHead tracking (accelerometer: pitch-roll)Direction (compass : yaw)Localisation (GPS)Gaze and clickTeleportMotion (with Google Tango)
Head trackingYesYesYesYesMotionExternal trackingExternal trackingExternal trackingInside-out trackingScaleRoom Scale< Room ScaleSofa scaleRoom ScaleGaze and clickYesYesYesYesGesture trackingVive controllerOculus touchPS MoveYesFinger tracking Leap MotionLeap Motion?Manipulation(in)Direct(in)Direct(in)Direct(in)Direct
VR on Desktop/Console
Virtual Reality with direct manipulation
On peut interagir- Par manette- Par gestuelle avec capteurPour rendre le monde virtuelle interactifComme vue dans le mime avant, interagie avec ce monde18
Phone / Tablet
Google GlassOptinventEpson Moverio
ODGDAQRI
AR / HUD devices
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AR / HUD
Translation or walkingImmersionHand trackingHead rotation (accelerometer: pitch-roll)Direction (compass : yaw)Localisation (GPS)Gaze and clickMarker or Marker-less
Microsoft HololensMetaMagic Leap
?Mixed Reality devices
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Mixed Reality
ImmersionDirect manipulation ?Inside-out trackingHead rotation/directionLocalisation or walkingMarker-lessGaze and tap (simple gestures)
Microsoft StorePublishing platformCode / Runtime3D content editingVR/AR development workflow
1) Conception et production d'assets.2) Moteur de rendu et composition de l'exprience.3) Diffusion / publication23
3D ModelingIts a real job
But you can find free/cheap 3D Meshes(SketchFab, Unity Asset Store, Autodesk, TF3DM, TurboSquid)
AR Frameworks: Vuforia, Augment, Wikitude, Blippar, ...
AR with / without marker
Augment se met par-dessus VuforiaComputer Vision : Reconnaitre des objets du rel pour afficher du virtuel
Vido : Vue a travers tablette, le jongleur est positionner par rapport au tableau.TAG / MARKER /TRACKER25
Cross platformOSVR : Open-Source Virtual RealityAll (?) devices and accessoriesAll (?) rendering engines (Unity, Unreal, Crytek, WebVR)
Open VR (Valve) : Open source for Oculus, Vive, RenderingControllers
Steam VR includes:Open VRChaperoneLighthouse TrackingSteam Integration
Kinet, leapmotion26
InteractionsDirect or indirect manipulation Can I touch my Virtual stuff ?
Gaming Controllers
Keyboard, mouse
Vocal interaction
Immersive (360) vs Panoramic (center of FoV) experience
Menu and UI elementsField of view is limited. Dont obstruct it !!!Floating in the FOVPin/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 ?
Stabilization planeAll (floating) UI elements have to be aligned to something
Where is the user center of focus ?
Distance and accomodationOn the object surfaceAt 2 meters
Focus !!!
Motion sickness
Motion sicknessInconsistent signal from our eyes and vestibular system (inner ear)
Lack of control, unexcepted acceleration
Room-scale VR doesnt have this problem unless you play a FPS, Racing, Roller coaster
Dont trigger a camera movement without physical user interactionMovement or button
Reduce FoV (stable peripheral vision)
Teleport, constant speed (no acceleration)
Can you be 3D Designer/Motion Designer/Game Designer/Coder ?
Choose your platform(s)
Define your interactions
Dont forget 3D positioning of UI elements
Prevent motion sickness
Test and LearnTake-aways
Thanks
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