Virtual Reality: Learn to Maximize Present and Future Creative Possibilities!
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Transcript of Virtual Reality: Learn to Maximize Present and Future Creative Possibilities!
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Stephan TanguayTechnical Lead / User Experience Designer / Game Designer
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Virtual RealityLearn to Maximize Present and Future
Creative Possibilities!
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What's Changed since the 90’s?
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Fast ,Wide & 3D
● Immersive stereoscopic 3D● Near instant response ● Ultra wide field of view
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Tools
● Unity3D & UDK
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Consumer Sweet Spot
● Cutting Edge, lightweight and affordable
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Did I mention Skyrim
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Current Gen VR Hardware● Oculus Rift DK1 / DK2● Samsung Gear VR● Google Cardboard● Sony Project Morpheus
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Oculus Rift Developer Kit 2● 75 frames per second● 2ms persistence● Response time down to 30ms● 100° FOV ( DK1 was 110° )● Motion tracking via camera● Built in latency tester
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Samsung Gear VR● Android Based ( $200 HMD + Note 4 )● 96 degree field of view● 20ms response time● 60 frames per second● has integrated touch pad● includes wireless game pad
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Project Morpheus
● FOV is smaller ( 90 vs 100 / 110 )● screen blurs a lot when moving● move controllers are fantastic for vr● controllers have minor line of sight issues
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Google Card Board
● It’s about the SDK!● Potential for mobile hardware to adapt to VR requirements
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Current Generation of Consumer VRStrengths
● Incredible sense of presence● The ability to visually explore the virtual world● A sense of scale and distance that would normally be
impossible● Natural feeling experience
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Current Generation of Consumer VRKnow the limitations
● Position tracking is great but not 100%● Resolution is still low ( takes about 4x resolution )● Controls must feel natural● Can be disorientating
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Current Generation of Consumer VRDesign for the limitations
● Great standing / sitting simulator… but locomotion is tricky● User natural metaphor / anchor in the real world like being in a
vehicle that provides orientation ● Traditional 2D user interfaces can be awkward● Design interfaces into the virtual space as much as possible● Hands off the keyboard if possible, this stops the sense of
immersion
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Current Generation of Consumer VRMotions to Avoid
● Avoid vertical acceleration● Avoid tilting or flipping the horizon ● Avoid high speed impacts● Avoid dramatic changes in velocity● Be aware of the inner ear ^_^
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Experiences & Approaches● On Rails Narratives● 360 Video● Exploration● Horror● Driving / Cockpit Based Experiences
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360 VideoWhat about video?
● Several systems allow 360 3D video ( JauntVR / Samsung )● Realtime 360 cameras ( Bubble )● Allows you to transport people and share experiences● Massive narrative potential
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Sense of PresenceWhy horror is so powerful in the rift
● Sense of presence is so powerful it feels like you can reach out and touch things in the world
● Immersion means you can’t look away
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Physical Controls & Cockpits● Intuitive if it matches something known in the real world● User can has expectations that match the strengths and
weakness of the experience
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Exploration & On Rails Narratives● Exploit the ability to take the user literally anywhere● Visually exploring the environment has never been so intuitive
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How hard it to get started?Walk through in Unity3D
● Download the Oculus SDK - Unity 4 Pro Integration from oculusvr.com
● OVR Camera Controller● OVR Player Controller
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Working with the Oculus RiftMy Experiences So Far
● Very easy to retrofit games● Quick to add to new projects● Takes time to build experiences that feel natural● Maintain as high a frame rate as possible 60-80/fps
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3D User Interfaces● Anchored in the virtual world not the players eyes● Rethinking interface design - move from 2D to 3D● Utilize depth, size and position in new ways● You can tell where the player is looking● Interface should give feedback ( virtual roll over )
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Virtual Sight● Raycasting lets you know what the user is looking at● Power full tool to determine user intentions
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Moving From 2D to 3D● Start with what you know… traditional design tools● Prototype to a better place
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Interactive Virtual Spaces● you can tell where the player is looking● environment should be able to provide feedback● use this to create surprises as well
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Virtual Touch● With position tracking you need to respond to proximity of the
hands● Incredibly natural and precise experience
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Consumer VR Industry Impacts● Games● Realestate● Educational● Institutional ( Museums / Galleries )● Marketing● Retail
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Future Potential● Consumer Version of the Oculus Rift● Leap Motion VR / Nimble VR● SixSense Position Tracking ( 5 position sensors )● Fully body tracking● VR / AR
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Consumer Version!● 2k or more resolution ● Possibly 90-120 Frames Per Second● Probably next summer or later● Position tracking camera included with 360 tracking
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Leap Motion?VR Related Features / Products
● VR Mount for the Oculus Rift● V2 Tracking Beta
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Leap Motion VR !!!LEAP MOTION VR MOUNT
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Leap Motion VR !!!V2 Tracking Beta
● Enables image pass through!
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Leap Motion VR !!!V2 Tracking Beta
● Put it together
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Leap Motion VR !!!Getting Started
● Leap Developer Portal https://developer.leapmotion.com/● Install runtime / V2 Tracking Beta● Unity3D Leap Integration● Leap Motion VR Pass Through Assets For Unity3D● Documentation https://developer.leapmotion.com/documentation/skeletal/csharp/index.html
● Have Fun
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Leap Motion VR !!!Where to mount the leap motions
● Really depends on the height and placement of the camera
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Leap Motion VR !!!Amazing Input Opportunity
● Simple intuitive user interactions● Little to no instructions required for the user● Leap Motion is releasing Leap VR user interface widgets!
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Nimble VR!● Leap Motion competitor offering better tracking!
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Using the Razer Hydra 360 Position tracking available today
● Enables position tracking with two hand sensors● Use to give the users a avatar and way to interact with the
world● An extreme sense of immersion since you can move 360
degrees● Use one of the sensors to track the head or body● If you do body tracking it really adds to the experience● SixSense SDK for Unity3D works on Mac / PC● Sensitive to the environment ( don’t use next to a electric motor
of any kind )
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The Stem360 Position tracking available really soon…
● Up to five wireless sensors● No Line of sight requirement● 8 foot radius / range from sensor● 2 hand controllers● Very effective inverse kinematics mecanim integration
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PrioVR Position tracking available soon
● Pro system tracks 17 points on the body● No line if site required● Wireless and completely untethered● Can move over 20 feet in the real world
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Prio VR
● Awesome experience● Its a bit like putting on a wet suit, takes along time to get it on the first
time… but over time you could get a down to a few minutes● Hopefully coming out this fall● Can be used for cheap mo-cap
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Thanks For Coming Out!
Questions?