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Considering Interactions in VR

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Movement

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40-70%

Most

50%

of first time VR users experience motion sickness

of this disappears after repeat sessions

of people who play 3D video games for 45+ mins

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What causes motion Sickness

  • Motion sickness happens when you body moves without expecting to move, or moves quickly
  • Your body calculates balance through your ears, and fast movements can disturb this balance causing nausea
  • If you look at a moving 3D image your body can be tricked into thinking it’s moving when it is not, causing more of an imbalance, and more nausea. This is referred to as cybersickness

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Initial sickness/confusion

  • VR is a new “motor program” that people have to learn
  • People do not know what to expect when they enter VR, they don’t know how the headset will move
  • Different application move to different extents, and this movement always has to potential to disturb people

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Major causes of Motion Sickness: Rotation

  • All forms of rotation can be disorienting
  • Never rotate the player on the X or Z axis or force them to look a certain way

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Locomotion Solution: Make app stationary

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Rotation Solution: Snap Rotations

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Major causes of Motion Sickness: Acceleration

  • Avoid acceleration unless necessary
  • Never unexpectedly accelerate or push the player
  • Never let the the player free fall
  • Don’t move if it’s not necessary

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If you want to use acceleration

  • Avoid unexpectedly accelerating or pushing the player
  • Never let the the player free fall
  • Forward acceleration is more natural than other directions

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Locomotion Solution: Teleportation

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Keep it simple

  • Limit movement to what your app needs
  • Only include acceleration and rotation if you have large environments or action based gameplay
  • Make a good first impression

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Spatial Audio

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What is Sound?

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2-Channel Systems (Stereo)

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Multi-Channel Systems (Surround Sound)

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Sound is in 3D

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360 Surround Sound?

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The Human Auditory System

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Pinna - Channeling Sound into Your Ear

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Cochlea - Hair Receptors Detect Vibrations

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Generating a Spatial Sound

Consider…

  • Amplitude
  • Synchronization
  • Frequency

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Amplitude

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Synchronization

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Head-Related Transfer Function (HRTF)

  • Allows you to use headphones to simulate natural hearing of 3D sound
  • Uses digital signal processing to filter and derive what sounds you would hear in left ear vs. right ear
  • Relies on comprehensive database of sound transformation measurements.

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UX Considerations

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Viewing Zone

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Viewing Zone

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Make use of the medium

  • VR is about immersion!!!!
  • Use motion controllers (or hands)
  • Haptic feedback on controllers to simulate touch/interaction
  • Use spatial audio
  • Consider unique features of target device
    • 3DOF vs. 6DOF
    • Eye tracking, full body tracking, etc.

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Keep it simple and Easy to Understand

  • Have button prompts
  • Use as few buttons as possible for small scale/demo style apps
  • Explain every feature explicitly
  • Use triggers on controllers > buttons

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Design Heuristics for Virtual Reality

Good VR is…

  • Honest
  • Inclusive from start to finish
  • Physically and digitally safe
  • Protective of the user’s wellness
  • Understandable
  • Aesthetically pleasing

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Design Heuristics for Virtual Reality

Good VR is…

  • Shapeable
  • Consistent
  • Meaningful and mindful
  • Accessible
  • Balanced in comfort and realism
  • Sensitive to the capabilities of the medium

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Thanks!

Any questions?

You can find us at:

Office Hours

Piazza

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Credits

Special thanks to all the people who made and released these awesome resources for free:

  • Presentation template by SlidesCarnival

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