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Vincent Guigui – Innovative Interactions Advisor
Immersive Experiences
Best practices
Virtualized Reality
Augmented Virtuality
Mediated Reality
Augmented Reality
Amplified Reality
Virtual Reality
Reality
Mixed Realities
V
Virtual
A
Augmented
M
Mixed
Quizz
Sci-Fi : Hologram
Reality (not really augmented)
1930 - 1980
Stereoscopy
Head up display (HUD) ~ Augmented Reality
Add digital information in the field of view
VR / Stereoscopy
1995
Virtual Reality (mobile)
Virtual Reality (on Desktop)
Head up display (HUD) / Augmented Reality
Augmented Reality
Mixed Reality (HoloLens)
Virtual content co-exist with the physical world
Facebook Oculus Rift
HTC Vive
Playstation VR
Intel Alloy
Acer, AMD, ASUS, CyberPowerPC, Dell, Falcon Northwest,
HP, HTC, iBuyPower, Intel, Lenovo, LG, MSI, Qualcomm, Samsung…
Virtual Reality devices
Google Cardboard/Homido
Samsung Gear VR
Mattel View Master + Apple
Google Daydream
VR on Mobile
• Motion (Translation, walking)
• Hand tracking
• Head tracking (accelerometer: pitch-roll)
• Direction (compass : yaw)
• Localisation (GPS)
• Gaze and click
• Teleport
• Motion (with Google Tango)
Head tracking Yes Yes Yes Yes
Motion External tracking External tracking External tracking Inside-out tracking
Scale Room Scale < Room Scale Sofa scale Room Scale
Gaze and click Yes Yes Yes Yes
Gesture tracking Vive controller Oculus touch PS Move Yes
Finger tracking Leap Motion Leap Motion ?
Manipulation (in)Direct (in)Direct (in)Direct (in)Direct
VR on Desktop/Console
Virtual Reality with direct manipulation
Phone / Tablet
Google Glass
Optinvent
Epson Moverio
ODG
DAQRI
AR / HUD devices
AR / HUD
• Translation or walking
• Immersion
• Hand tracking
• Head rotation (accelerometer: pitch-roll)
• Direction (compass : yaw)
• Localisation (GPS)
• Gaze and click
• Marker or Marker-less
Microsoft Hololens
Meta
Magic Leap
?
Mixed Reality devices
Mixed Reality
• Immersion
• Direct manipulation ?
• Inside-out tracking
• Head rotation/direction
• Localisation or walking
• Marker-less
• Gaze and tap (simple gestures)
Microsoft Store
Publishing platformCode / Runtime3D content editing
VR/AR development workflow
3D Modeling
It’s 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
Cross platform
• OSVR : Open-Source Virtual Reality
• All (?) devices and accessories
• All (?) rendering engines (Unity, Unreal, Crytek, WebVR…)
• Open VR (Valve) : Open source for Oculus, Vive, …
• Rendering
• Controllers
• Steam VR includes:
• Open VR
• Chaperone
• Lighthouse Tracking
• Steam Integration
Interactions
• Direct 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 elements
• Field of view is limited. Don’t obstruct it !!!
• Floating in the FOV
• Pin/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 plane
• All (floating) UI elements have to be aligned to something
• Where is the user center of focus ?
• Distance and accomodation
• On the object surface
• At 2 meters
Focus !!!
Motion sickness
Motion sickness
• Inconsistent signal from our eyes and vestibular system (inner ear)
• Lack of control, unexcepted acceleration
• Room-scale VR doesn’t have this problem
• unless you play a FPS, Racing, Roller coaster…
 Don’t trigger a camera movement without physical user interaction
• Movement 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
• Don’t forget 3D positioning of UI elements
• Prevent motion sickness
• Test and Learn
Take-aways
Thanks

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TechLunch VR - Immersive Experiences Guidelines and Best Practices

  • 1. Vincent Guigui – Innovative Interactions Advisor Immersive Experiences Best practices
  • 2. Virtualized Reality Augmented Virtuality Mediated Reality Augmented Reality Amplified Reality Virtual Reality Reality Mixed Realities
  • 6. Reality (not really augmented)
  • 8. Head up display (HUD) ~ Augmented Reality Add digital information in the field of view
  • 12. Head up display (HUD) / Augmented Reality
  • 14. Mixed Reality (HoloLens) Virtual content co-exist with the physical world
  • 15. Facebook Oculus Rift HTC Vive Playstation VR Intel Alloy Acer, AMD, ASUS, CyberPowerPC, Dell, Falcon Northwest, HP, HTC, iBuyPower, Intel, Lenovo, LG, MSI, Qualcomm, Samsung… Virtual Reality devices Google Cardboard/Homido Samsung Gear VR Mattel View Master + Apple Google Daydream
  • 16. VR on Mobile • Motion (Translation, walking) • Hand tracking • Head tracking (accelerometer: pitch-roll) • Direction (compass : yaw) • Localisation (GPS) • Gaze and click • Teleport • Motion (with Google Tango)
  • 17. Head tracking Yes Yes Yes Yes Motion External tracking External tracking External tracking Inside-out tracking Scale Room Scale < Room Scale Sofa scale Room Scale Gaze and click Yes Yes Yes Yes Gesture tracking Vive controller Oculus touch PS Move Yes Finger tracking Leap Motion Leap Motion ? Manipulation (in)Direct (in)Direct (in)Direct (in)Direct VR on Desktop/Console
  • 18. Virtual Reality with direct manipulation
  • 19. Phone / Tablet Google Glass Optinvent Epson Moverio ODG DAQRI AR / HUD devices
  • 20. AR / HUD • Translation or walking • Immersion • Hand tracking • Head rotation (accelerometer: pitch-roll) • Direction (compass : yaw) • Localisation (GPS) • Gaze and click • Marker or Marker-less
  • 22. Mixed Reality • Immersion • Direct manipulation ? • Inside-out tracking • Head rotation/direction • Localisation or walking • Marker-less • Gaze and tap (simple gestures)
  • 23. Microsoft Store Publishing platformCode / Runtime3D content editing VR/AR development workflow
  • 24. 3D Modeling It’s a real job But you can find free/cheap 3D Meshes (SketchFab, Unity Asset Store, Autodesk, TF3DM, TurboSquid…)
  • 25. AR Frameworks: Vuforia, Augment, Wikitude, Blippar, ... AR with / without marker
  • 26. Cross platform • OSVR : Open-Source Virtual Reality • All (?) devices and accessories • All (?) rendering engines (Unity, Unreal, Crytek, WebVR…) • Open VR (Valve) : Open source for Oculus, Vive, … • Rendering • Controllers • Steam VR includes: • Open VR • Chaperone • Lighthouse Tracking • Steam Integration
  • 27. Interactions • Direct or indirect manipulation • Can I touch my Virtual stuff ? • Gaming Controllers • Keyboard, mouse • Vocal interaction • Immersive (360) vs Panoramic (center of FoV) experience
  • 28. Menu and UI elements • Field of view is limited. Don’t obstruct it !!! • Floating in the FOV • Pin/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 ?
  • 29. Stabilization plane • All (floating) UI elements have to be aligned to something • Where is the user center of focus ? • Distance and accomodation • On the object surface • At 2 meters Focus !!!
  • 31.
  • 32. Motion sickness • Inconsistent signal from our eyes and vestibular system (inner ear) • Lack of control, unexcepted acceleration • Room-scale VR doesn’t have this problem • unless you play a FPS, Racing, Roller coaster…  Don’t trigger a camera movement without physical user interaction • Movement or button  Reduce FoV (stable peripheral vision)  Teleport, constant speed (no acceleration)
  • 33. • Can you be 3D Designer/Motion Designer/Game Designer/Coder ? • Choose your platform(s) • Define your interactions • Don’t forget 3D positioning of UI elements • Prevent motion sickness • Test and Learn Take-aways

Hinweis der Redaktion

  1. 1995 : Virtual Boy
  2. 1995 : Virtual Boy
  3. Ligne 1 : Mobile Ligne 2 : Desktop Ligne 3 : Tous les nouveaux qui rentre dans la course à la VR
  4. On peut interagir - Par manette - Par gestuelle avec capteur Pour rendre le monde virtuelle interactif Comme vue dans le mime avant, interagie avec ce monde
  5. 1) Conception et production d'assets. 2) Moteur de rendu et composition de l'expérience. 3) Diffusion / publication
  6. Augment se met par-dessus Vuforia Computer Vision : Reconnaitre des objets du réel pour afficher du virtuel Vidéo : Vue a travers tablette, le jongleur est positionner par rapport au tableau. TAG / MARKER /TRACKER
  7. Kinet, leapmotion