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