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Ready, set, immersion!

8c367856dfeee6972848cc82c79c0638?s=47 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

8c367856dfeee6972848cc82c79c0638?s=128

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
  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. SENSORS APPLICATION Tracking OUTPUT Rendering

  7. USE CASES

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

  9. Telepresence http://doraplatform.com/

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

  11. COMMUNICATION

  12. USER VIRTUAL WORLD TECHNOLOGY

  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. https://vimeo.com/140076841 “If someone falls on their face right next to

    you, it’s not funny.”
  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. None
  40. AVAILABILITY

  41. Today

  42. Samsung GEAR VR Google Cardboard

  43. Q1 2016

  44. Oculus Rift HTC Vive

  45. During 2016

  46. PlayStation VR

  47. UNDERDOGS

  48. Zeiss VR One

  49. A WORD ON AUGMENTED REALITY

  50. Google Glass Microsoft Hololens

  51. PERIPHERALS

  52. None
  53. None
  54. http://www.hypergridbusiness.com/

  55. TECHNICAL DETAILS

  56. The specific device doesn’t matter

  57. SOFTWARE

  58. SDKs

  59. Game Engines

  60. None
  61. http://coherent-labs.com/

  62. Performance

  63. WebVR

  64. WHERE DO I START?

  65. 1. Learn 3D basics 2. Get a Gear VR 3.

    Get Unity 3D 4. Make something cool
  66. None
  67. None
  68. STATE OF THE UNION

  69. The technology is still really, really young.

  70. All major players agree on the big questions.

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

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