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Vincent Guigui – Innovative Interactions Advisor Immersive Experiences Best practices

TechLunch VR - Immersive Experiences Guidelines and Best Practices

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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