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Virtual Reality Oral Present - Chapter 8 Part II

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(1)

Virtual Reality Oral Present - Chapter 8 Part II

Ming Ouhyoung

(2)

Creating a VR Application

– Adapting from other Media

– Adapting from an Existing VR Experience

– Creating a New VR Experience

(3)

Adapting from an Existing VR Experienc e

• Converting an existing VR appli cation into one suitable for your needs

• Crumbs visualization application – Crumbs is a visualizing, explo

ring, and measuring features within volumetric data sets.

(Appendix B)

Website : http://www.ncsa.uiuc.edu/VR/cavernus/CRUMBS/Crumbs.html

(4)

Creating a New VR Experience

• Creating an experience from scratch allows the most flex ibility but will require the most effort.

(5)

The Experience Creation Process

• There are courses of action by whic h one can reduce the amount of w asted effort.

• Many successful VR experiences an

d other computer applications have

relied on user tests to hone the con

tent and the interface.

(6)

The Experience Creation Process

• Form your VR team - What people do you need?

– Programmers – Content Experts – Set Designers – Prop Creators

(theatrical property, the stage) – Sound Effect Experts

– Hardware Engineers

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The Experience Creation Process

• It’s generally wise to use a software system!!

– More flexible

• Disney Aladdin VR experience

– SAL : a Development language of Disney team

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The Experience Creation Process

A Typical VR system

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Designing a VR Experience

• It’s wise to approach the creation of a VR experience wit h good design practices.

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Design Deliberately

• Customer Highest !!

– Design to make things easier for the user, not the pr ogrammer.

• Looking from the top down

– Design a VR experience should be constructed lookin g from the global view toward the goal.

• Don’t Just keep a particular feature. If the feature doesn

’t live up for the user’s experience, then it isn’t worth ke eping.

• Don’t forget the special features in VR

– Virtual Reality has more options than day to day reali ty.

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Design with the System in Mind

• Use an existing system, or make from scratch ?

• If your project will continued for a considerable amount of time,

– You can take advantage of the fact that technology i s getting improved.

• If your project will involve large hardware

– You may convince your hardware manufacturer to let you test out the next generation of their product.

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Design with the Venue in Mind

• If a venue with limited space

– Likely require a HBD (head –based) or HMD (head-mounted display)

• If the venue is theater-style

– High-resolution projection-based display

• If venue is so large that participant can roam – Non-occlusive HBD or hand-based display

(13)

Design with the Audience in Mind

• Know your audience is the most important tenet a desig ner should remember.

• NCSA’s Virtual Director application is a VR tool using wid ely for computer animation

• If General Audience

– Avoid language-based messages

– Choose internationally recognizable sounds and symb ols

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Design with the Audience in Mind

• AGE : If user is child

– Head-based displays and shutter glasses may slip off

• EXPERIENCE :

– Children - Easy

– Adults – Car-like steering interface

– Videogame players – Complicated handler

• CULTURE :

– Virtual VR arcade system was being deployed in the Middle East, they discovered that most men wore a h eaddress, they could not don the standard HMD

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