SlideShare a Scribd company logo
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
Technical Evangelist
@CiroContns
ciro@unity3d.com
Takeaway: Hints and ideas on how to create good user experience in VR,
through the analysis of the solutions adopted by several VR games and
apps.
This talk is code-free
(be quick though, because we’re in November!)
• No market for it...
• 85k-100k Vive owners 3 monts after launch
• 40k+ Rift on Steam (how many devkits?)
• 1M monthly users on GearVR (May 2016), 5M Cardboard app
downloads
• No standards...
• No killer application…
Source: http://www.roadtovr.com/htc-vive-sales-figures-data-100000-steamspy-data/
http://www.roadtovr.com/oculus-rift-growth-spurt-has-halted-htc-vive-market-share-growth/
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
Two-way flow of information, between the player and the game.
The interactivity happens through the User Interface (UI) which, when put to
action, defines the User Experience (UX).
Source: the Art of Game Design by Jesse Schell
The User Interface is made-up of 3 parts:
• The real-world physical input (controllers) and output (screen, audio)
• The simulated game world
• The in-game virtual interface (often called “UI”)
The relationship between them is called mapping. When it works well, the
player feels in control, the UI becomes intuitive and the resulting UX is great.
• Motion-controlled physical input (HMD and hand controllers)
• Now we are inside the simulated game world
• New complications to deal with
• Motion sickness
• Fatigue and session length
• Locomotion in the game world
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
”... a psychological state or subjective perception in which even though part
or all of an individual’s current experience is generated by and/or filtered
through human-made technology, part or all of the individual’s perception
fails to accurate acknowledge the role of the technology in the experience.”
Source: ISPR - https://ispr.info/about-presence-2/about-presence/
”... a psychological state or subjective perception in which even though part
or all of an individual’s current experience is generated by and/or filtered
through human-made technology, part or all of the individual’s perception
fails to accurate acknowledge the role of the technology in the experience.”
• Mobile (Cardboard, Daydream, Gear VR, other plastic shells)
• Low processing power, less pixels on-screen
• Simplified input
• Tethered (Oculus, Vive, PlayStation VR)
• High power, but high hardware requirements
• Head tracking
• More refined physical interactions
UX and Interaction in Virtual Reality
• One-button/touch controls
• Cardboard, Gear VR, other plastic shells
• Controllers, hand tracking or gestures
• Oculus Rift, Daydream, PlayStation VR
• Room-scale, full-body movements
• HTC Vive
UX and Interaction in Virtual Reality
Visuals
• Same techniques on all platforms
• Cubemaps, baking light, smokes and mirrors,
• Reduce post-processing effects, but absolutely use AA
• Different fidelity per platform
• Even static images work wonders!
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
In order of importance:
1. Rotational acceleration
2. Rotational speed
3. Movement acceleration
4. Movement speed
Roll being particularly bad
UX and Interaction in Virtual Reality
• Start slow to let the player get used to VR
• Have a frame of reference
UX and Interaction in Virtual Reality
• Start slow to let the player get used to VR
• Have a frame of reference
• Shake that instead of the camera
UX and Interaction in Virtual Reality
• Start slow to let the player get used to VR
• Have a frame of reference
• Shake that instead of the camera
• Prefer fast and short to long but slow
UX and Interaction in Virtual Reality
Audio
• Easy to do in Unity
• Sounds positioned in the 3D scene
• Spread over 2 audio channels depending on listener position
• Reverberation filters
• Doppler effect
Spatialisation is created mainly by 3 elements:
• Interaural time difference
• Interaural level difference
• Spectral filtering done by outer ears
Source: https://developers.google.com/vr/concepts/spatial-audio
• Direct sound
• Early reflection
• Late reverb
Source: https://developers.google.com/vr/concepts/spatial-audio
They offer a lot more control over sound:
• They create Spatial Audio
• Alter levels, and time
• Perform spectral filtering
• They allow to define materials and size of the virtual environment
• Often optimised (Google VR SDK for Daydream, which uses a diff. thread)
Source: https://developers.google.com/vr/concepts/spatial-audio
• Use mono files with no pre-built reverb
• Use recognisable sounds
• Animate the sound source
• Repeat the sound
• Use complex sounds
Source: https://developers.google.com/vr/concepts/spatial-audio
Input
• Most basic form of input
• Very simple to implement
• Applies to all types of VR
• Sometimes the only choice
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
Source:
github.com/TomorrowTodayLabs/NewtonVR
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
Source: Eelke Folmer - https://www.youtube.com/watch?v=lWqA_4crAEA
Source: Bumble - https://www.youtube.com/watch?v=p0YxzgQG2-E
Source: Frooxius - https://www.youtube.com/watch?v=oSP5sjg9TIs
UX and Interaction in Virtual Reality
Source: Yohei Yanase - https://www.youtube.com/watch?v=THk92rev1VA
Source: Yohei Yanase - https://www.youtube.com/watch?v=THk92rev1VA
Source: Yohei Yanase - https://www.youtube.com/watch?v=THk92rev1VA
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
Source: RE’FLEKT at Vision Summit - https://www.youtube.com/watch?v=At_Zac4Xezw
Comfort
UX and Interaction in Virtual Reality
Not all HMDs allow for the same degree of freedom in head movements.
UX and Interaction in Virtual Reality
We know the direction the player is facing, and the one he was facing before.
The developer can try to prevent the player from entangling in the cable by
using (audio) cues in the reverse direction.
Not every gameplay can use this trick.
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
The future
Near future:
• Larger install base on all platforms
• Next-level mobile VR thanks to more powerful phones
• More online VR
• Tracked objects in room-scale VR
UX and Interaction in Virtual Reality
Near future:
• Larger install base on all platforms
• Next-level mobile VR thanks to more powerful phones
• More online VR
• Tracked objects in room-scale VR
• VR as a social experience
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
UX and Interaction in Virtual Reality
Far future:
• No cables on tracked HMDs
• Reduced motion sickness thanks to higher resolutions and framerates
• General audience will be used to interacting in VR
• Hololens will bring new interest to AR and “Mixed Reality”
Source: Owlchemy Labs - http://owlchemylabs.com/owlchemyvr-mixed-reality-tech/
Thank you

More Related Content

PPTX
The story of MSQRD
DevGAMM Conference
 
PDF
Game Development in VR
Intel® Software
 
PDF
How to Develop VR Applications and Publish from Phone to Dome - Nils Andersson
WithTheBest
 
PDF
How to generate game character behaviors using AI and ML - Unite Copenhagen
Unity Technologies
 
PPTX
Final Year Game Project Presentation
Nusrat Jahan Shanta
 
PDF
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile Games
Epic Games China
 
PDF
Triathlon - Game Design Document
Aditya Mudaliar
 
PDF
7scenes 101
7scenes
 
The story of MSQRD
DevGAMM Conference
 
Game Development in VR
Intel® Software
 
How to Develop VR Applications and Publish from Phone to Dome - Nils Andersson
WithTheBest
 
How to generate game character behaviors using AI and ML - Unite Copenhagen
Unity Technologies
 
Final Year Game Project Presentation
Nusrat Jahan Shanta
 
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile Games
Epic Games China
 
Triathlon - Game Design Document
Aditya Mudaliar
 
7scenes 101
7scenes
 

What's hot (20)

PDF
【Unite 2017 Tokyo】NVIDIA Gameworks アップデートおよびAnselとVRWorksの紹介
Unity Technologies Japan K.K.
 
PDF
Alexey Savchenko, Unreal Engine
White Nights Conference
 
PPTX
Endless runner game in unreal engine 4
Vasilis Kamakaris
 
PPTX
1stpresentation
Iqbal Bablu
 
PDF
Introduction to mixed reality (XR)
Sanjit Singh
 
PDF
Make believe - Droidcon UK 2015
Shanee Nishry
 
ODP
Project tango
Sachin Gupta
 
PPTX
China First Strategy for Mobile Game Developers
SkyMobi
 
PPTX
Unreal Engine (For Creating Games) Presentation
Nitin Sharma
 
PPTX
Next generation mobile gp us and rendering techniques - niklas smedberg
Mary Chan
 
PDF
【Unite 2017 Tokyo】基調講演
Unity Technologies Japan K.K.
 
PDF
Unreal Engine 4 Introduction
Sperasoft
 
PPTX
Virtual reality
Yasmine Kreidie
 
PDF
【Unite 2017 Tokyo】大作RPGを効率的且つ高品質にリマスターするためのUnity活用
Unity Technologies Japan K.K.
 
PPTX
SPRV #3 - Videos 360 - Audio VR e Templates de UE4
Pedro Kayatt
 
PPTX
Making High Quality Interactive VR with Unreal Engine Luis Cataldi
Luis Cataldi
 
PDF
LibGDX: Cross Platform Game Development
Intel® Software
 
PPTX
WebVR, not just Holograms in the web but powerful platform
Windows Developer
 
PPT
Why i love bees: ARG and collective intelligence
Daniel Livingstone
 
PPTX
Taking the purple pill
Oriel Bergig
 
【Unite 2017 Tokyo】NVIDIA Gameworks アップデートおよびAnselとVRWorksの紹介
Unity Technologies Japan K.K.
 
Alexey Savchenko, Unreal Engine
White Nights Conference
 
Endless runner game in unreal engine 4
Vasilis Kamakaris
 
1stpresentation
Iqbal Bablu
 
Introduction to mixed reality (XR)
Sanjit Singh
 
Make believe - Droidcon UK 2015
Shanee Nishry
 
Project tango
Sachin Gupta
 
China First Strategy for Mobile Game Developers
SkyMobi
 
Unreal Engine (For Creating Games) Presentation
Nitin Sharma
 
Next generation mobile gp us and rendering techniques - niklas smedberg
Mary Chan
 
【Unite 2017 Tokyo】基調講演
Unity Technologies Japan K.K.
 
Unreal Engine 4 Introduction
Sperasoft
 
Virtual reality
Yasmine Kreidie
 
【Unite 2017 Tokyo】大作RPGを効率的且つ高品質にリマスターするためのUnity活用
Unity Technologies Japan K.K.
 
SPRV #3 - Videos 360 - Audio VR e Templates de UE4
Pedro Kayatt
 
Making High Quality Interactive VR with Unreal Engine Luis Cataldi
Luis Cataldi
 
LibGDX: Cross Platform Game Development
Intel® Software
 
WebVR, not just Holograms in the web but powerful platform
Windows Developer
 
Why i love bees: ARG and collective intelligence
Daniel Livingstone
 
Taking the purple pill
Oriel Bergig
 
Ad

Viewers also liked (14)

PPTX
Developing for Room-Scale VR Using Unity3d
Rising Media, Inc.
 
PDF
Ignite_VR Course Guide
Cameron
 
PPTX
VR TECH資料
Nakanishi Yutaka
 
PDF
How to Pick a VR Platform | Edward McNeill
Jessica Tams
 
PPTX
Daydream presentation
Divya sivakumar
 
PDF
Introduction to Google Daydream
Robert Nyman
 
PPTX
Maximizing performance of 3 d user generated assets in unity
WithTheBest
 
PPTX
Intro to VR with Unreal Engine
Unreal Engine
 
PPTX
Google Daydream VR
Extentia Information Technology
 
PDF
Google tech & products
Robert Nyman
 
PDF
TalkUX - UX in VR - UNIT9
Laura Cortes
 
PDF
UX & UI Design - Differentiate through design
DMI
 
PPT
Virtual Reality
Sagar Reddy
 
PPTX
Extending unity3D Editor
Muhammad Ahmed
 
Developing for Room-Scale VR Using Unity3d
Rising Media, Inc.
 
Ignite_VR Course Guide
Cameron
 
VR TECH資料
Nakanishi Yutaka
 
How to Pick a VR Platform | Edward McNeill
Jessica Tams
 
Daydream presentation
Divya sivakumar
 
Introduction to Google Daydream
Robert Nyman
 
Maximizing performance of 3 d user generated assets in unity
WithTheBest
 
Intro to VR with Unreal Engine
Unreal Engine
 
Google tech & products
Robert Nyman
 
TalkUX - UX in VR - UNIT9
Laura Cortes
 
UX & UI Design - Differentiate through design
DMI
 
Virtual Reality
Sagar Reddy
 
Extending unity3D Editor
Muhammad Ahmed
 
Ad

Similar to UX and Interaction in Virtual Reality (20)

PPTX
Eyes Wide Open - Amir Ebrahimi
WithTheBest
 
PDF
Rapid Prototyping for XR: Lecture 6 - AI for Prototyping and Research Directi...
Mark Billinghurst
 
PDF
Easy Virtual Reality
Mark Billinghurst
 
PDF
Create Your Own VR Experience
Mark Billinghurst
 
PDF
Grand Challenges for Mixed Reality
Mark Billinghurst
 
PPT
Virtual Reality - Get in the Game
Indiana State Library
 
PPTX
Oculus rift, Virtual Reality, Division of Facebook
Balachenna Reddy
 
PDF
Lecture 4: VR Systems
Mark Billinghurst
 
PDF
SXSW 2015 Shredding Wireframes: Intro to Rapid Prototyping
Kyle Outlaw
 
PDF
AR-VR Workshop
Mark Billinghurst
 
PDF
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt )
Alina Vilk
 
PDF
Building AR and VR Experiences
Mark Billinghurst
 
PDF
Developing AR and VR Experiences with Unity
Mark Billinghurst
 
PDF
Augernaut js
mckennaphillabaum
 
PPTX
Introduction to daydream for AnDevCon DC - 2017
Jared Sheehan
 
PDF
SAE AR/VR - The challenges of creating a VR application with Unity
Sebastien Kuntz
 
PDF
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...
gamifi.cc
 
PPTX
SCG Virtual Reality top news q1 2016
Chris Rigatuso
 
PDF
COMP 4010 - Lecture 3 VR Systems
Mark Billinghurst
 
PDF
Building VR Applications For Google Cardboard
Mark Billinghurst
 
Eyes Wide Open - Amir Ebrahimi
WithTheBest
 
Rapid Prototyping for XR: Lecture 6 - AI for Prototyping and Research Directi...
Mark Billinghurst
 
Easy Virtual Reality
Mark Billinghurst
 
Create Your Own VR Experience
Mark Billinghurst
 
Grand Challenges for Mixed Reality
Mark Billinghurst
 
Virtual Reality - Get in the Game
Indiana State Library
 
Oculus rift, Virtual Reality, Division of Facebook
Balachenna Reddy
 
Lecture 4: VR Systems
Mark Billinghurst
 
SXSW 2015 Shredding Wireframes: Intro to Rapid Prototyping
Kyle Outlaw
 
AR-VR Workshop
Mark Billinghurst
 
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt )
Alina Vilk
 
Building AR and VR Experiences
Mark Billinghurst
 
Developing AR and VR Experiences with Unity
Mark Billinghurst
 
Augernaut js
mckennaphillabaum
 
Introduction to daydream for AnDevCon DC - 2017
Jared Sheehan
 
SAE AR/VR - The challenges of creating a VR application with Unity
Sebastien Kuntz
 
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...
gamifi.cc
 
SCG Virtual Reality top news q1 2016
Chris Rigatuso
 
COMP 4010 - Lecture 3 VR Systems
Mark Billinghurst
 
Building VR Applications For Google Cardboard
Mark Billinghurst
 

More from DevGAMM Conference (20)

PPTX
The art of small steps, or how to make sound for games in conditions of war /...
DevGAMM Conference
 
PPTX
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
DevGAMM Conference
 
PPTX
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
DevGAMM Conference
 
PPTX
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
DevGAMM Conference
 
PPTX
AI / ML for Indies / Tyler Coleman (Retora Games)
DevGAMM Conference
 
PDF
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
DevGAMM Conference
 
PPTX
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
DevGAMM Conference
 
PDF
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
DevGAMM Conference
 
PDF
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
DevGAMM Conference
 
PDF
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
DevGAMM Conference
 
PDF
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
DevGAMM Conference
 
PDF
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
DevGAMM Conference
 
PDF
How to increase wishlists & game sales from China? Growth marketing tactics &...
DevGAMM Conference
 
PDF
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
DevGAMM Conference
 
PDF
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
DevGAMM Conference
 
PPTX
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
DevGAMM Conference
 
PDF
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
DevGAMM Conference
 
PPTX
Branded Content: How to overcome players' immunity to advertising / Alex Brod...
DevGAMM Conference
 
PPTX
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
DevGAMM Conference
 
PPTX
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...
DevGAMM Conference
 
The art of small steps, or how to make sound for games in conditions of war /...
DevGAMM Conference
 
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
DevGAMM Conference
 
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
DevGAMM Conference
 
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
DevGAMM Conference
 
AI / ML for Indies / Tyler Coleman (Retora Games)
DevGAMM Conference
 
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
DevGAMM Conference
 
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
DevGAMM Conference
 
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
DevGAMM Conference
 
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
DevGAMM Conference
 
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
DevGAMM Conference
 
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
DevGAMM Conference
 
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
DevGAMM Conference
 
How to increase wishlists & game sales from China? Growth marketing tactics &...
DevGAMM Conference
 
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
DevGAMM Conference
 
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
DevGAMM Conference
 
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
DevGAMM Conference
 
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
DevGAMM Conference
 
Branded Content: How to overcome players' immunity to advertising / Alex Brod...
DevGAMM Conference
 
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
DevGAMM Conference
 
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...
DevGAMM Conference
 

Recently uploaded (20)

PDF
advancepresentationskillshdhdhhdhdhdhhfhf
jasmenrojas249
 
PPTX
Maximizing Revenue with Marketo Measure: A Deep Dive into Multi-Touch Attribu...
bbedford2
 
PPTX
Odoo Integration Services by Candidroot Solutions
CandidRoot Solutions Private Limited
 
PDF
What to consider before purchasing Microsoft 365 Business Premium_PDF.pdf
Q-Advise
 
PDF
Using licensed Data Loss Prevention (DLP) as a strategic proactive data secur...
Q-Advise
 
PDF
49785682629390197565_LRN3014_Migrating_the_Beast.pdf
Abilash868456
 
PDF
Adobe Illustrator Crack Full Download (Latest Version 2025) Pre-Activated
imang66g
 
PDF
Generating Union types w/ Static Analysis
K. Matthew Dupree
 
PDF
Summary Of Odoo 18.1 to 18.4 : The Way For Odoo 19
CandidRoot Solutions Private Limited
 
PDF
Enhancing Healthcare RPM Platforms with Contextual AI Integration
Cadabra Studio
 
PDF
ChatPharo: an Open Architecture for Understanding How to Talk Live to LLMs
ESUG
 
PPTX
Contractor Management Platform and Software Solution for Compliance
SHEQ Network Limited
 
PDF
New Download MiniTool Partition Wizard Crack Latest Version 2025
imang66g
 
PDF
Balancing Resource Capacity and Workloads with OnePlan – Avoid Overloading Te...
OnePlan Solutions
 
PDF
MiniTool Power Data Recovery Crack New Pre Activated Version Latest 2025
imang66g
 
PDF
Download iTop VPN Free 6.1.0.5882 Crack Full Activated Pre Latest 2025
imang66g
 
PDF
Protecting the Digital World Cyber Securit
dnthakkar16
 
PPTX
The-Dawn-of-AI-Reshaping-Our-World.pptxx
parthbhanushali307
 
PDF
On Software Engineers' Productivity - Beyond Misleading Metrics
Romén Rodríguez-Gil
 
PPTX
slidesgo-unlocking-the-code-the-dynamic-dance-of-variables-and-constants-2024...
kr2589474
 
advancepresentationskillshdhdhhdhdhdhhfhf
jasmenrojas249
 
Maximizing Revenue with Marketo Measure: A Deep Dive into Multi-Touch Attribu...
bbedford2
 
Odoo Integration Services by Candidroot Solutions
CandidRoot Solutions Private Limited
 
What to consider before purchasing Microsoft 365 Business Premium_PDF.pdf
Q-Advise
 
Using licensed Data Loss Prevention (DLP) as a strategic proactive data secur...
Q-Advise
 
49785682629390197565_LRN3014_Migrating_the_Beast.pdf
Abilash868456
 
Adobe Illustrator Crack Full Download (Latest Version 2025) Pre-Activated
imang66g
 
Generating Union types w/ Static Analysis
K. Matthew Dupree
 
Summary Of Odoo 18.1 to 18.4 : The Way For Odoo 19
CandidRoot Solutions Private Limited
 
Enhancing Healthcare RPM Platforms with Contextual AI Integration
Cadabra Studio
 
ChatPharo: an Open Architecture for Understanding How to Talk Live to LLMs
ESUG
 
Contractor Management Platform and Software Solution for Compliance
SHEQ Network Limited
 
New Download MiniTool Partition Wizard Crack Latest Version 2025
imang66g
 
Balancing Resource Capacity and Workloads with OnePlan – Avoid Overloading Te...
OnePlan Solutions
 
MiniTool Power Data Recovery Crack New Pre Activated Version Latest 2025
imang66g
 
Download iTop VPN Free 6.1.0.5882 Crack Full Activated Pre Latest 2025
imang66g
 
Protecting the Digital World Cyber Securit
dnthakkar16
 
The-Dawn-of-AI-Reshaping-Our-World.pptxx
parthbhanushali307
 
On Software Engineers' Productivity - Beyond Misleading Metrics
Romén Rodríguez-Gil
 
slidesgo-unlocking-the-code-the-dynamic-dance-of-variables-and-constants-2024...
kr2589474
 

UX and Interaction in Virtual Reality

  • 4. Takeaway: Hints and ideas on how to create good user experience in VR, through the analysis of the solutions adopted by several VR games and apps. This talk is code-free
  • 5. (be quick though, because we’re in November!)
  • 6. • No market for it... • 85k-100k Vive owners 3 monts after launch • 40k+ Rift on Steam (how many devkits?) • 1M monthly users on GearVR (May 2016), 5M Cardboard app downloads • No standards... • No killer application… Source: http://www.roadtovr.com/htc-vive-sales-figures-data-100000-steamspy-data/ http://www.roadtovr.com/oculus-rift-growth-spurt-has-halted-htc-vive-market-share-growth/
  • 12. Two-way flow of information, between the player and the game. The interactivity happens through the User Interface (UI) which, when put to action, defines the User Experience (UX). Source: the Art of Game Design by Jesse Schell
  • 13. The User Interface is made-up of 3 parts: • The real-world physical input (controllers) and output (screen, audio) • The simulated game world • The in-game virtual interface (often called “UI”) The relationship between them is called mapping. When it works well, the player feels in control, the UI becomes intuitive and the resulting UX is great.
  • 14. • Motion-controlled physical input (HMD and hand controllers) • Now we are inside the simulated game world • New complications to deal with • Motion sickness • Fatigue and session length • Locomotion in the game world
  • 18. ”... a psychological state or subjective perception in which even though part or all of an individual’s current experience is generated by and/or filtered through human-made technology, part or all of the individual’s perception fails to accurate acknowledge the role of the technology in the experience.” Source: ISPR - https://ispr.info/about-presence-2/about-presence/ ”... a psychological state or subjective perception in which even though part or all of an individual’s current experience is generated by and/or filtered through human-made technology, part or all of the individual’s perception fails to accurate acknowledge the role of the technology in the experience.”
  • 19. • Mobile (Cardboard, Daydream, Gear VR, other plastic shells) • Low processing power, less pixels on-screen • Simplified input • Tethered (Oculus, Vive, PlayStation VR) • High power, but high hardware requirements • Head tracking • More refined physical interactions
  • 21. • One-button/touch controls • Cardboard, Gear VR, other plastic shells • Controllers, hand tracking or gestures • Oculus Rift, Daydream, PlayStation VR • Room-scale, full-body movements • HTC Vive
  • 24. • Same techniques on all platforms • Cubemaps, baking light, smokes and mirrors, • Reduce post-processing effects, but absolutely use AA • Different fidelity per platform • Even static images work wonders!
  • 27. In order of importance: 1. Rotational acceleration 2. Rotational speed 3. Movement acceleration 4. Movement speed Roll being particularly bad
  • 29. • Start slow to let the player get used to VR • Have a frame of reference
  • 31. • Start slow to let the player get used to VR • Have a frame of reference • Shake that instead of the camera
  • 33. • Start slow to let the player get used to VR • Have a frame of reference • Shake that instead of the camera • Prefer fast and short to long but slow
  • 35. Audio
  • 36. • Easy to do in Unity • Sounds positioned in the 3D scene • Spread over 2 audio channels depending on listener position • Reverberation filters • Doppler effect
  • 37. Spatialisation is created mainly by 3 elements: • Interaural time difference • Interaural level difference • Spectral filtering done by outer ears Source: https://developers.google.com/vr/concepts/spatial-audio
  • 38. • Direct sound • Early reflection • Late reverb Source: https://developers.google.com/vr/concepts/spatial-audio
  • 39. They offer a lot more control over sound: • They create Spatial Audio • Alter levels, and time • Perform spectral filtering • They allow to define materials and size of the virtual environment • Often optimised (Google VR SDK for Daydream, which uses a diff. thread) Source: https://developers.google.com/vr/concepts/spatial-audio
  • 40. • Use mono files with no pre-built reverb • Use recognisable sounds • Animate the sound source • Repeat the sound • Use complex sounds Source: https://developers.google.com/vr/concepts/spatial-audio
  • 41. Input
  • 42. • Most basic form of input • Very simple to implement • Applies to all types of VR • Sometimes the only choice
  • 71. Source: Eelke Folmer - https://www.youtube.com/watch?v=lWqA_4crAEA
  • 72. Source: Bumble - https://www.youtube.com/watch?v=p0YxzgQG2-E
  • 73. Source: Frooxius - https://www.youtube.com/watch?v=oSP5sjg9TIs
  • 75. Source: Yohei Yanase - https://www.youtube.com/watch?v=THk92rev1VA
  • 76. Source: Yohei Yanase - https://www.youtube.com/watch?v=THk92rev1VA
  • 77. Source: Yohei Yanase - https://www.youtube.com/watch?v=THk92rev1VA
  • 83. Source: RE’FLEKT at Vision Summit - https://www.youtube.com/watch?v=At_Zac4Xezw
  • 86. Not all HMDs allow for the same degree of freedom in head movements.
  • 88. We know the direction the player is facing, and the one he was facing before. The developer can try to prevent the player from entangling in the cable by using (audio) cues in the reverse direction. Not every gameplay can use this trick.
  • 93. Near future: • Larger install base on all platforms • Next-level mobile VR thanks to more powerful phones • More online VR • Tracked objects in room-scale VR
  • 95. Near future: • Larger install base on all platforms • Next-level mobile VR thanks to more powerful phones • More online VR • Tracked objects in room-scale VR • VR as a social experience
  • 101. Far future: • No cables on tracked HMDs • Reduced motion sickness thanks to higher resolutions and framerates • General audience will be used to interacting in VR • Hololens will bring new interest to AR and “Mixed Reality”
  • 102. Source: Owlchemy Labs - http://owlchemylabs.com/owlchemyvr-mixed-reality-tech/

Editor's Notes

  • #6: Since last year, everyone has been saying that 2016 would have been the year of VR, and in part they were right. We have seen the launch of Oculus and Vive to the public, and soon PlayStation VR. Sadly, or luckily, it’s also almost over.
  • #7: So, since it’s almost over, what are the takeaways of this 2016? One thing is sure, we know that the market is very small, with around 100 thousands Vive sold, probably 40 thousand active Rifts, and mobile VR that sits just in the tens of millions users. There’s no standard, like we have the controllers on consoles, which makes cross-headset development practically impossible. Finally, VR hasn’t got its killer application, yet.
  • #8: The good news is, you can still be part of the VR revolution in 2017,
  • #9: and possibly, create the first real VR killer application
  • #20: When we look at the current VR platforms available, there’s a clear technological divide between the mobile ones, which include […]. Making content for these platforms requires less effort, but at the same time we have to optimise for phones, and try to maintain a consistent 60fps. Not easy. On the other side, we have the VR platforms that have a tethered HMD, [...], which have much more power but at the same time require expensive hardware to run. This greatly limits the potential audience, but on the other side they offer a more refined range of physical interactions.
  • #33: SubLevel Zero
  • #35: SubLevel Zero
  • #67: The gallery
  • #69: The gallery
  • #71: The gallery
  • #73: Cosmic Wandering
  • #76: Yohei Yanase
  • #81: Redirected walking
  • #103: The gallery