Overview
Syllabus
Intro
Picking a VR design
Before we get too far... What is Job Simulator?
Why? Passive vs. Active
Tracking - Lasers
Tracking - Coverage
Tracking - Occlusion
Single Tracker
2 Forward Facing Trackers
2 Opposing Trackers
Designing for tracking loss
Designing for Non-360 Controller Tracking
Floor-Level Interaction
Ceiling Height Interaction
Tracking - Establishing User Trust
Locomotion
Designing Your Virtual Space - Floors
FLOORS!
Differing Room Sizes
3 major tracked controllers
1:1 Hand Tracking
How do I represent my hands?
Beware of creepy "realism"
Dealing with Hands
Hands While Interacting
Tomato Presence
Interaction Highlights
Knobs, Levers, and Drawers
Interaction and Collision - Job Simulator
Haptics!
Affordances
Ergonomics - Standing height
Ergonomics Bug
Ergonomics - QA NIGHTMARE!
Skill Transference
Designing for the Tether
Developing Standing VR Content
Developing with Physics
Taught by
Unity