7. VR Frameworks
Mozilla A- Frame
Google Cardboard,
Samsung Gear & Oculus Rift
Daydream VR
Mobile Phone VR
Unity / Unreal
High Ends VR for Oculus
Rift, HTC Vive, Hololens AR
8. 2D UI 3D UI
Canvas, Frame
Mouse
----
Goal
Affordance
Flows
States
Field of View
Gaze, Sound, Gesture
----
Direction
Affordance
Narratives
Episodes
VS
9. 2D UI 3D UI
Emotions
Navigation
Tools
Non Diegetic
Emotions
Spatial Navigation
Body / World Lock
Diegetic UI
VS
12. Factors Building Presence
Agency
The amount of control
you give to your users
Environment
Richness
The amount of realism
we put in to the
environment
Multimodal
Acts
The amount of
cognitive sense we
provide to the users
16. User Field of View
Affordance Canvas: 180°
Working FOV: 90°
Foveated Rendering: 20°
17. Placement Guidelines in 3D UI
Personal
Space
A natural arm rules
between user and the
other object
Action Space
A space where action
can be taken without
limiting the capabilities
Vista Space
Non controllable space
for users
23. Arm Height
Try not to go above elbow
Faster Interaction
The higher the hand goes
against the body, the faster
the interaction needs to be
Principles in Building Gesture