Locomotion: what are the best ways to move the user around? We need to consider that their movement is limited by the physical playspace of their actual setup.įocus: how do we get the user to pay attention to the element that matters? Rules of composition depend heavily on the picture frame, visual design for VR is a whole new beast. The largest challenges we encountered when designing for Room-Scale VR so far revolved around: We learned a lot in that last round of testing, and have a good idea of our prototype's successes and failures. It just so happens that in creating Cardboard, Google has designed the blueprints to a device that can convince the world that VR is mind-blowing, about to arrive, and about way more than just gaming.We were again, able to test our prototype on a fairly large pool of participants (about 20), at Janet Murray's research projects presentation. More than anything, Cardboard illustrates Google doing what it does best: handing everyday people the tools to build the kinds of experiences that larger companies, including itself, would otherwise never consider or have time for. Now, with Oculus and Cardboard, we have a full spectrum for VR, with both DIY and high-end hardware optimized for apps both large and small, serious and playful. Still, the idea behind Cardboard isn't to undermine the technical achievement and feasibility of professional-grade VR headsets, but rather to close the loop from the bottom up. So while you can't do anything other than look around using Cardboard, it still may present a problem if you're easily made nauseous at even the slightest motion-inducing activity. None of those advancements are built into Google Cardboard, which is powered by your smartphone. To make the experience even closer to reality, the Rift has a camera that works with dozens of infrared sensors to keep track of how you move, letting you crouch and even lean forward and peer sideways by dipping your shoulder down. That means bringing in line the motions of your head with what's on the screen - as well as cutting down the smearing of images when you move too fast. Those additions helped the company develop techniques for vastly reducing latency. Oculus has also built out its ranks with some of gaming's most technically gifted minds, from Id Software co-founder and Doom creator John Carmack to Valve's Michael Abrash. Oculus' Rift headset relies on a bevy of tech, like an external camera and sensors, to make the VR experience more life-like. So don't expect, with Cardboard, to experience anything on the level of Sony's dragon-fighting, archery demo for the Morpheus headset or the dog fighting spacecraft game Eve: Valkyrie that runs on the Rift. While the Rift headset also uses smartphone screens as its display, the device powers its software from a high-end gaming PC. Think of Rift showing you what's it like to jump into the console video game on your big screen, while Cardboard is more like immersing yourself in a not quite grainy, but not exactly crisp image of a smartphone app. Of course, Cardboard is not going to have the graphical fidelity of Oculus' current VR demos. "By making it easy and inexpensive to experiment with VR, we hope to encourage developers to build the next generation of immersive digital experiences and make them available to everyone," Google concludes. "Thinking about how to make VR accessible to more people, a group of VR enthusiasts at Google experimented with using a smartphone to drive VR experiences." "Developing for VR still requires expensive, specialized hardware," Google writes on its dedicated Cardboard developers page.
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