I was a little concerned about the optics in my first VR goggles, given that I wear glasses.
I’d heard that you can’t fit your glasses into the headset – and it’s true – you gotta take your glasses off, to put the headset on.
Now, my glasses are pretty pedestrian – not too powerful, and only correct for near-sightedness. I certainly have to wear them to drive. But I do take them off for photography – so I can press the viewfinder right against myself.
If 87% of VR headsets in consumers’ hands (or on their heads) are mobile VR – then the experiences we create will have to give good UX on mobile VR.
I’m a web guy, and I’m fascinated by the onset of VR. And as a web guy, I’m convinced that mobile VR will be essential to the 3D web.
I was considering picking up some of the high-end VR goggles and experimenting with technologies like WebVR. Trouble is, the high-end ones need a heavy-duty computer to even function.
The “easy way” to get into VR these days is with mobile VR. Mobile VR is really just a piece of plastic (or cardboard) with some lenses that you attach to your smartphone, to experience “low end” VR.
Based on a number of factors, I’ve decided to take the plunge into mobile VR, and leave that high-end stuff alone for now.
First up – the web is already mobile. Much of the last decade has been spent coming to grips with the fact that people use the web everywhere on all manner of hardware. The way websites are built has evolved considerably to take this into account.
I write a lot about UI (user interfaces) and UX (user experience) in 3D environments and VR in this blog. Today, I saw a wonderful video on the subject. So I’m gonna kick back, embed the video, and let Mike Alger do all the talking.
All the rage in the news this week has been the introduction of some high-end “360-degree” cameras for virtual reality. Are these 3D cameras?
The elephant in the room is that these “360-degree” cameras do not produce stereoscopic output. Stereoscopy is the bedrock of creating the illusion of three dimensions.
What is “stereoscopy”? From Wikipedia: “Stereoscopy is the production of the illusion of depth in a photograph, movie, or other two-dimensional image by the presentation of a slightly different image to each eye, which adds the first of these cues (stereopsis). The two images are then combined in the brain to give the perception of depth.”
idoru.js is an experiment I’m working on with artificial characters in virtual worlds. The idea is that to provide good “user experience” (UX) in a virtual world, a character must have good “stage presence” to stimulate engagement.
The idea is to create a framework for an artificial character that is charming and attentive to the user. This character can then be “dressed up” with any imaginable avatar. It can be given any “job” that anyone cares to script.
A good suit and deep knowledge are not enough to make a person engaging in the real world. A person needs body language. A person needs to be attentive to the person they are engaging. They need to make eye contact. They need to interact with a person’s personal space in a thoughtful, polite way.
Over the last couple of days, the very first “Oculus Rift” headsets have been arriving on the heads of ordinary consumers. And those who write about such things are going wild. This, they say, is the dawn of virtual reality. As far as a lot of people are concerned, this is the beginning of a whole new medium. And given what I’ve seen about the sweeping psychological implications of “immersive media”, it could be true.
For example, Matthias Mccoy-Thompson of The Medium makes the bold statement:
Whether websites work in laptops but not phones – or whether VR works with goggles but not without – the solution then and the solution now, is to make web content that responds to whatever the heck hardware is being used to experience it.
Boris Smus is a man who understands the motivation behind “reponsive” web content, and responsive VR. From smus.com: