CCT270H5 Lecture Notes - Lecture 4: Playstation Vr, Google Cardboard, Microsoft Hololens

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Virtual intent - user experience design elements in vr/ar: virtual reality, beginning - rad 90"s vr, poor response to movement, caused motion sickness. Oculus: 2018, 6 consumer markets, microsoft, google, oculus. Samsung: google cardboard, more accessible to everyone, samsung gear vr, 5 million units sold, playstation vr, 2 million units sold, vive or oculus, most believable vr experience, augmented reality, traditional mobile ar. Image targets: recognition of simple surface, predetermined context, ex. Limited fov: expensive, not suited of everyday use, radical ar, holographic processing unit (hpu, ability to analyze a room and remembers it, runs on low power. Ikea ar: recognition of simple surface, aware of approximate scale. Lower cost by using iphone as display and computing device: future challenges. Light: non-intrusive, ar vs. vr, ar = contextualization, vr = presence, milgram"s reality-virtuality continuum (1994, common design language in ar and vr.

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