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SND AR/VR Workshop 2019

SND AR/VR Workshop 2019

AR/VR workshop for The Society of News Design 2019. Introduces basic immersive media design topics, covers strategy for finding stories that have potential to work well in VR/AR brief introduction to production tools for lean teams focused on storytelling. Good gif of sloth puking rainbows.

Rebecca Poulson

April 04, 2019
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Transcript

  1. This afternoon’s structure: Immersive Media Basics Finding Your AR/VR Story

    Practical Accessibility Tips for Teams and Audiences
  2. The goal of this section is to give you all

    the vocabulary you need to be really good at googling the stuff you want to learn , or communicating within a VR/AR team. SND 2019 @RebeccaPoulson
  3. XR

  4. Interfaces for Immersive GUI (Graphical User Interface): Interacting with data

    through graphic and visual indicators. HUD (Heads Up Display): Interacting with data layered over a fixed transparent display. VUI (Voice User Interface): Interacting with data through voice or speech. TUI (Tangible User Interface): Data influenced by interacting with the physical world.
  5. Content Types Static: Content that is fixed in place, no

    movement or interaction Animated: Content that moves on a timeline or follows a sequence 3D: Content with width, height and depth or data with XYZ coordinates Dynamic: Content that changes due to interaction or over time. Procedural: Content generated automatically or algorithmically
  6. Quick Intro to 3d Model Vocab Mesh: A collection of

    points, edges and faces that describe an object. Light: A source of illumination that creates light and shadow in the scene. Material: contains information about how an object looks, including color, texture, and density. Shader: Similar to a material but contains procedural data about how an object should look.
  7. How does my phone see? Depth Sensor, calculates depth, distance

    from your phone Gyroscope, calculates rotation Magnetometer, compass that keeps track of north Proximity sensor, measures how close and far Accelerometer, detects changes in velocity, movement and rotation Light sensor, detects light levels
  8. Your computer makes sense of what it sees as a

    separate process from “doing the seeing” (collecting sensor data)
  9. No one has a sustainable business model and the public

    doesn’t believe facts—how can journalists possibly invest in this weird computer stuff?
  10. We understand more about things we have experienced than things

    we have only observed. Spatial computing makes the consumer an active participate which means their trust in content creators is earned.
  11. Newsrooms prioritize the constraints that technology and entertainment companies don’t

    Accessibility of distribution Speed and ease of content production Clarity of comprehension Ethical impact
  12. Will this story will be more effective if the user’s

    experience isn’t constrained to 2d space?
  13. Is this a story that is best represented as a

    process that takes place over time?
  14. Scale! “How big is it?” is a simple story that’s

    best experienced in the embodied 1stperson
  15. “I’ve seen a lot of VR/AR I don’t like. How

    can I make sure my content won’t be ‘bad'?”
  16. It’s OK (it’s even important) to make bad content. But

    here are some guidelines to make that less likely
  17. How not to make your user puke Keep the framerate

    above 60 fps Keep Low latency—render in real time Low Avoid sharp and unexpected camera rotations Avoid Don’t try to fake cinematic depth of field (there’s no frame to encourage the viewer to focus on a specific area) Don’t try Avoid sudden lighting transitions. Avoid Consider dynamically reducing the field of view during movement Consider Get a fake nose. Giving the user a fixed point to concentrate on can reduce nausea Get