The Holodeck is Here - Designing for Room-Scale VR

The Holodeck is Here - Designing for Room-Scale VR

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Intro

1 of 38

1 of 38

Intro

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The Holodeck is Here - Designing for Room-Scale VR

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  1. 1 Intro
  2. 2 Picking a VR design
  3. 3 Before we get too far... What is Job Simulator?
  4. 4 Why? Passive vs. Active
  5. 5 Tracking - Lasers
  6. 6 Tracking - Coverage
  7. 7 Tracking - Occlusion
  8. 8 Single Tracker
  9. 9 2 Forward Facing Trackers
  10. 10 2 Opposing Trackers
  11. 11 Designing for tracking loss
  12. 12 Designing for Non-360 Controller Tracking
  13. 13 Floor-Level Interaction
  14. 14 Ceiling Height Interaction
  15. 15 Tracking - Establishing User Trust
  16. 16 Locomotion
  17. 17 Designing Your Virtual Space - Floors
  18. 18 FLOORS!
  19. 19 Differing Room Sizes
  20. 20 3 major tracked controllers
  21. 21 1:1 Hand Tracking
  22. 22 How do I represent my hands?
  23. 23 Beware of creepy "realism"
  24. 24 Dealing with Hands
  25. 25 Hands While Interacting
  26. 26 Tomato Presence
  27. 27 Interaction Highlights
  28. 28 Knobs, Levers, and Drawers
  29. 29 Interaction and Collision - Job Simulator
  30. 30 Haptics!
  31. 31 Affordances
  32. 32 Ergonomics - Standing height
  33. 33 Ergonomics Bug
  34. 34 Ergonomics - QA NIGHTMARE!
  35. 35 Skill Transference
  36. 36 Designing for the Tether
  37. 37 Developing Standing VR Content
  38. 38 Developing with Physics

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