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Instagram/Facebook - #hellozenka www.zenka.org Jenny Carden www.zenka.org | #hellozenka

Digital Hollywood 2015 - Jenny Carden (Zenka)

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Instagram/Facebook - #hellozenka www.zenka.org

Jenny Carden

www.zenka.org | #hellozenka

Instagram/Facebook - #hellozenka www.zenka.org

Virtual Reality Heads

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Space - AR Murals

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Augmented Reality Street Art

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75 App Ideas for the Future

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Zenka’s 5 Top Challenges

for VR and AR

Content Creators

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1.Make it Worth It

AR and VR viewing is still cumbersome and

uncomfortable

Installation Times

Time Downloading Experiences

Glasses Fog Up

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Example of “Patience” in Web Today

How long will people wait for a simple web

page to load before they abandon it?

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40% will abandon

a web page

if it doesn’t load in

3 seconds.

Source: Akamai, KissMetrics

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3D Movies vs. Regular Movies

How many of you buy 3D movie tickets over

regular movie tickets?

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Recent study from CSU

concludes:

● 3D offers no measurable

improvement in enjoyment

● 3D increases threefold the

risk of eyestrain, headache

or trouble with vision

Study by : L Mark Carrier, of California State University

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Summary

● Just because it is using great technology doesn’t

mean it is going to be great.

● Use VR/AR when you can’t tell the story using

traditional media.

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2. Don’t Make People Sick

● VR Sickness, Simulator Sickness, Cyber Sickness

○ Eyestrain

○ Vertigo

○ Disorientation

○ Nausea

○ Loss of Color to the Skin

○ Headaches

○ Vomiting

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Tech Advances Are Only a Step

● High frame rates (90 Vive, 75 Oculus)

● Low latency (46ms could start to get problematic,

others cite 20ms)

● Virtual Nose (adds 94 seconds)

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What Can You Do as a Creator? ● Seated experiences

● No unexpected moves

● Move the camera in the direction your character

is facing.

● Don't ever change the horizon line/fixed reference

point.

● Avoid motion blurring (it increases the sensation of

movement).

● Limit movement without player control (especially

tilting & spinning)

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● Avoid acceleration or surges

● Raise the camera: the closer a camera is to the

ground the greater sensation of movement.

● Put important items in the front 30 degree view.

● Avoid flicker and flashing particularly near the

edges of vision (it’s perceived as motion by the

brain).

● No head bobbing or going up stairs.

● Use darker textures and avoid repeated patterns

checker board or stripes and lines.

● In game motions as close as possible to 1:1

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3. Don’t Invite Interaction (You

Can’t Deliver On)

● Virtual Reality can be frustrating and make the viewer

uncomfortable when the creator invites you to

interact but doesn’t allow a way to do that.

● Stops embodiment and pulls you out of the

experience/world.

● Passive vs. Interactive vs. Semi Interactive

● Future Haptics and Free Movement

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4. Be Aware of Tech Limitations● Sloppy technical skills can destroy presence.

● Don’t choose a stereoscopic 360 over a regular 360

because it is more “advanced”. It can actually

downgrade your experience.

● Beware of the uncanny valley. Low-fi graphics are

just as powerful to viewers than high res.

● Avoid things like a drummer with a low frame rate

because the sticks will be jumping in the air - causing

you to get pulled out of the experience.

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5. Look Past Demo Mode

Demo mode is only going to last so long…

● Seek out the killer app

● Stay abreast of Magic Leap and other changes

● Get emotional - people forgive when engaged

● Don’t redo expensive high def TV (sports/concerts)

● Break the laws of physics - “lucid living”

● Get intimate

● Transport people

● Exploit digital abundance

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Top 5 Future VR Reality BendersWill these new realities affect our actual perception of the world in a

profound way?

1. Superman IRL - Stanford (courage, ambition and committed)

1. Metaverse - High Fidelity, Gated or not Gated

1. The Evolution of Empathy - The Expanding Circle by Peter Singer, Violence in VR

1. EEG - Mind Maze, Emotiv EPOC, Muse

1. Flow State- Steven Kotler “legal heroin”

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Jenny Carden (Zenka)

[email protected]

zenka.org

Twitter/Instagram

#hellozenka