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Director of Gaming & Technology / Game Designer / Technical Artist / User Experience DesignerSTEPHAN TANGUAY SuperPolygon.com
Virtual Intent User Experience Design Elements in VR / AR
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Let’s Talk About Virtual Reality
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In the beginning ➔ Poor response time to movement➔ Limited FOV➔ Low resolution➔ Causes motion sickness
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Crossing the Rift➔ 60ms or better movement to display response➔ 90 - 110 or better FOV➔ Lightweight ( less than 500g )➔ Consumer price points
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In 2016 there will be 5 consumer VR platforms on the market
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Consumer VR Hardware 2016!!!!
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Current Augmented Reality Uses➔ Image targets / simply gyroscope / predetermined context
➔ Limited applications➔ Often novelty based
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Future Challenges
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Early Days - Google Glass➔ Monoscopic➔ Limited FOV➔ No direct connection user environment➔ Really a just smart phone for your face
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Early Days- Meta Pro➔ 3D graphics projected into the user's environment with 3D gesture support➔ Limited resolution 720p & FOV➔ Requires PC
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Recent Attempt - HoloLens➔ Limited FOV➔ Expensive ➔ Still a dev kit and not suited for everyday use
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Loads of potential but still a work in progress
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Augmented Reality -- Virtual Reality
Context Presence
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VR / AR Convergence
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Design in Virtual Space
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PresenceThe single most important thing in every VR experience
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Closer items have more impact
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Depth is a powerful tool
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Users should need and want to look around in the world…They may not do it naturally
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Designing above the fold in virtual space
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Design for the user’s field of view
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Design for the user’s field of view
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Combine Proximity and FOV
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Similar to designing a workspace in the real world
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Elite dangerous really nails this➔ Content view separated by depth
➔ Contextual content on the near peripheral view➔ 3D and depth based design elements
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User’s need a way to project their intentions
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Plan for a range of input possibilities
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So many options...
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Gaze based interactions➔ Works on every device➔ Simple to implement➔ Sometimes causes unwanted interactions
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Can be combined withTouch pad orGame Pad Input
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Once again Elite Dangerous nails it
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Gamepads obviously can be used For traditional game input as well
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Pointer based interactions on devices withPosition tracked controls like the VIVE
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Pointer based controls are often used to teleport to a point or interact with objects
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Mimic Physical interactions
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Computers look for single conditions
Users explore what’s possible
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Simplify gestures and interactionsThey need to be reliable
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Only show what’s rightBe accurate but abstract
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Tomato Presence!our focus become what we
interact with
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Abstract representation of the user is even more important in
social experiences
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Sound is also a critical part of the 3D virtual world
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And don’t forget about lighting, mood and theatrics
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What does not work in VR?
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Avoid velocity not based in the real world
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Don’t mess with the inner earWhen our senses dedicated to presence disagree the body responds by attempting to remove any potential toxins we me may have swallowed
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Build, Test, Build, Test…..
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HOW TO CONNEC WITHARTIST,DESIGNERS & DEVSIN TORONTO?
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TorontoVR is a monthly event for the VR community in Toronto where we can share, discuss, connect and explore the potential of Virtual Reality!
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RSVP for the next event @ http://www.meetup.com/TorontoVR/
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Thanks For Coming Out!
Questions?