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Ready, set, immersion!

Florian Plank
December 03, 2015

Ready, set, immersion!

Getting ready for the second coming of VR.

It’s been a long time coming, a really long time in fact — but Virtual Reality has finally arrived. Again. — In 2016, VR hardware and software will be available to the masses in sufficient quality and we can’t wait!

Consider this talk your crash course for the paradigm shift. Forget what you know from your work on traditional HMIs. We’ll discuss underlying technical concepts, user experience and interfaces in VR and give an overview over software as well as hardware solutions to kick–start your first VR projects.

http://gotocon.com/berlin-2015/presentation/Ready,%20Set,%20Immersion!%20%E2%80%94%20Getting%20Ready%20for%20the%20Second%20Coming%20of%20VR

Florian Plank

December 03, 2015
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Transcript

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

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

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  3. VIRTUAL REALITY

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  4. VIRTUAL vs. REALITY

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  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)

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  6. SENSORS APPLICATION
    Tracking
    OUTPUT
    Rendering

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  7. USE CASES

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

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  9. Telepresence
    http://doraplatform.com/

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

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  11. COMMUNICATION

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  12. USER VIRTUAL WORLD
    TECHNOLOGY

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

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  14. IMMERSION

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  15. Presence

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

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

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

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

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  20. Breaking presence

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  21. PERCEPTION

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  22. Nothing is what it seems

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

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  24. CONTENT

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  25. Captured vs. Synthetic content

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  26. Design for empathy

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

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

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  29. Fundamentals

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  30. Always maintain head tracking

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  31. Allow for free movement

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  32. Move with constant speed

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  33. Provide multiple points of reference

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  34. Provide depth cues

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  35. Avoid text, use audio feedback

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

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  37. ISSUES

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  38. HARDWARE

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  40. AVAILABILITY

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  41. Today

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  42. Samsung GEAR VR Google Cardboard

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  43. Q1 2016

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  44. Oculus Rift HTC Vive

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  45. During 2016

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  46. PlayStation VR

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  47. UNDERDOGS

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  48. Zeiss VR One

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  49. A WORD ON
    AUGMENTED REALITY

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  50. Google Glass Microsoft Hololens

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  51. PERIPHERALS

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  54. http://www.hypergridbusiness.com/

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  55. TECHNICAL DETAILS

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  56. The specific device doesn’t matter

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  57. SOFTWARE

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  58. SDKs

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  59. Game Engines

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

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  62. Performance

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  63. WebVR

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  64. WHERE DO I START?

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

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  68. STATE OF THE UNION

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  69. The technology is still
    really, really young.

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  70. All major players agree
    on the big questions.

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

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

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