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Design Approaches For Immersive Experiences
AR/VR/MR
Mark Melnykowycz
International Investment Forum in Virtual, Augmented and Mixed Reality Technopark Zurich April 20th, 2017
Seeing Understanding
ThewonderfulwizardofOzbyBaum,L.Frank(LymanFrank),1856-1919;Denslow,W.W.(WilliamWallace),1856-1915
The Sensorama: 1957
1965: The Ultimate Display
The Nova—A DIY Oculus Rift!
View-Master Virtual Boy
VR is Not a Medium
FRONTLINE/Brown Institute BlackoutVR Film
Carhub test drive Am I You Film
VR is Experience Design
Samsung Rio interviews
U.S. Navy VR parachute simulator
Surgery training hGps://infinityleap.com/virtual-reality-for-surgeons-training/
Trending to Ubiquitous Computing
Interaction Evolution and UX
De
vic
es
Inte
rac
tivity
User patterns are learned and can help or present barriers to new device adoption
?
VR/AR/MR User Interaction
Controller Gesture Raycast Teleportation
Room-Scale Mobile
GazeTracking/RayCasRng
User head orientation or controller used to cast rays and interact with the world
Motion
Gaze
Physical User Comfort Zone
MikeAlgerVRInterfaceDesignPre-VisualisaRonMethods(hGps://vimeo.com/141330081)Chu,A.(2014).VRDesign:TransiRoningfroma2Dtoa3DDesignParadigm.
TheInmatesAreRunningtheAsylum:WhyHighTechProductsDriveUsCrazyandHowtoRestoretheSanity(AlanCooper)Don'tMakeMeThink,Revisited:ACommonSenseApproachtoWebUsability(SteveKrug)
Interactivity
Design Layers Approach
Story Structure
VR/AR/MR Technologies
User Flow
Game Design
User State Design
Experiential Interactive
Film/Video Games Simulation Modeling
VR/AR Product Design
Film / Theater Game Design
Story / Character driven Interactivity / Story / Character driven
User Experience
Interaction design / Journey mapping / Value proposition
VR/AR Design Mediums Video / Film
2D/3D Media
Code
360 Mono/Stereo
Volumetric Video
Audio
180 Stereo Film / Theater
Game Design Models
Location Recognition
Tracking GPS Feature
Interaction Design AI
User Experience
Expe
rientia
l Inte
rac
tive
Design Phases
UX Design / Sketching
Interaction Design
Technology / Platform
Build / Test
Film / Theater Game Design
User Experience
Immersive Interactive Environments
Virtual Reality Holodeck/Cave Augmented / Mixed Reality
hGps://en.wikipedia.org/wiki/Cave_automaRc_virtual_environment#/media/File:CAVE_Crayoland.jpg
HololensCall of the Starseed
AirMech Command
Star Wars: The Battle for Hoth (iOS) HTC Vive / Oculus
Tower Defense / Real-Time Strategy
3D / Standing Room-Scale VR 2D / Mobile
Same basic tower defense game mechanics Enjoyable, but is it better in VR?
Flu
ffyl
og
ic
Ca
rbo
n S
tud
ios
0-12 fps = static image >10/12 fps = motion
12 to 40 fps (16 fps avg)
Silent Film
The Jazz Singer (1927) 24 fps
1895 to 1936
24 fps / 48 fps
NTSC / PAL
1950’s to 2000’s
30 fps (60i) / 25 fps (50i)
60 fps Interaction Choice
Frame Rate and UX Design
VR / AR
The Hobbit (2012)
Cinematic Feel
TV / Video Look
Mark Melnykowycz Artist-Engineer
@idezo_ch