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READY, SET, IMMERSION! Getting ready for the second coming of VR - PowerPoint PPT Presentation

READY, SET, IMMERSION! Getting ready for the second coming of VR Tero Huttunen & Florian Plank [Virtual Reality] is going to be more powerful than cocaine. (Oliver Demangel) VIRTUAL REALITY VIRTUAL vs. REALITY A room


  1. READY, SET, IMMERSION! Getting ready for the second coming of VR Tero Huttunen & Florian Plank

  2. “[Virtual Reality] is going to be more powerful than cocaine.” � � (Oliver Demangel)

  3. VIRTUAL REALITY

  4. VIRTUAL vs. REALITY

  5. “ A room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming, such a display could literally be the Wonderland into which Alice walked.” � � (Ivan Sutherland, 1965)

  6. Tracking Rendering SENSORS APPLICATION OUTPUT

  7. USE CASES

  8. Entertainment http:/ /www.landsendgame.com/

  9. Telepresence http:/ /doraplatform.com/

  10. Education http:/ /www.nsbri.org/

  11. COMMUNICATION

  12. USER TECHNOLOGY VIRTUAL WORLD

  13. Infrastructure only matters to creators or once it fails.

  14. IMMERSION

  15. Presence

  16. 1. A stable spatial place 2. Interaction 3. Self–embodiment 4. Social communication

  17. 1. A stable spatial place 2. Interaction 3. Self–embodiment 4. Social communication

  18. 1. A stable spatial place 2. Interaction 3. Self–embodiment 4. Social communication

  19. 1. A stable spatial place 2. Interaction 3. Self–embodiment 4. Social communication

  20. Breaking presence

  21. PERCEPTION

  22. Nothing is what it seems

  23. Edgar Mueller — http:/ /metanamorph.com

  24. CONTENT

  25. Captured vs. Synthetic content

  26. Design for empathy

  27. “If someone falls on their face right next to you, it’s not funny.” https:/ /vimeo.com/140076841

  28. Be smart, keep it simple and avoid the uncanny valley. http:/ /www.landsendgame.com/

  29. Fundamentals

  30. Always maintain head tracking

  31. Allow for free movement

  32. Move with constant speed

  33. Provide multiple points of reference

  34. Provide depth cues

  35. Avoid text, use audio feedback

  36. Use a reticle https:/ /www.google.com/design/spec-vr/

  37. ISSUES

  38. HARDWARE

  39. AVAILABILITY

  40. Today

  41. Samsung GEAR VR Google Cardboard

  42. Q1 2016

  43. Oculus Rift HTC Vive

  44. During 2016

  45. PlayStation VR

  46. UNDERDOGS

  47. Zeiss VR One

  48. A WORD ON AUGMENTED REALITY

  49. Google Glass Microsoft Hololens

  50. PERIPHERALS

  51. http:/ /www.hypergridbusiness.com/

  52. TECHNICAL DETAILS

  53. The specific device doesn’t matter

  54. SOFTWARE

  55. SDKs

  56. Game Engines

  57. http:/ /coherent-labs.com/

  58. Performance

  59. WebVR

  60. WHERE DO I START?

  61. 1. Learn 3D basics 2. Get a Gear VR 3. Get Unity 3D 4. Make something cool

  62. STATE OF THE UNION

  63. The technology is still really, really young.

  64. All major players agree on the big questions.

  65. There’s a lot of white spots on the map.

  66. THANKS! Tero Huttunen & Florian Plank (@polarblau) siili.com

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