@omershapira
http://piratepad.net/Perception
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Perception
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Technology
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Design
Virtual Reality is Painful
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NO.
- PRETENDING IT'S EASY DOESN'T HELP ANYONE.
- THE INTRO LEVEL KNOWLEDGE IS ALREADY THE HIGHEST IN FORMS OF MASS ENTERTAINMENT*.
- THIS IS NOT ALL OF MY BOOKSTACK, IT'S A RECOMMENDED INTRO.
*(fact-check me)
lol but VR is easy
No coding
Mostly Design
Still Painful
Things that don't matter for now*
- That your phone is overheating
- That you're not hitting 90FPS
- That you've not written a line of code in your life
You'll figure it out.
Design something good first.
*partial list
Virtual Reality is like all these things I know
Virtual Reality is like
_______?
What Defines A Medium?
- STANDARDS
- DELIVERY METHODS
- UNIFORM CONSUMPTION IMPLEMENTS
- FILM
- TELEVISION
- CONSOLE VIDEO GAMES
- PRINTED LITERATURE
- RECORDED MUSIC
- INDOOR THEATRE
- MAGICK
- HUMOR
- HORROR
- ROLE PLAYING
- INTERIOR DESIGN
- LANGUAGE
Media
Not Media
Virtual Reality is not a Medium.
Virtual Reality is an Achieved Result.
the onion dot com
Vision
Each eye
RECEIVES
- LUMINANCE VIA RODS
- COLOR VIA CONES
ADJUSTS W/MUSCLES
- GAZE DIRECTION
- FOCUS ("ACCOMOADATION")
- ADJUST FOR VARIABLE LIGHTING ("ADAPTATION")
- OCULOMOTOR OSCILLATION
Both Eyes?
SENSE FUSION:
- DEPTH PERCEPTION
- ORIENTATION
+ FEEDBACK?
SPATIAL RECKONING:
- MOTION PARALLAX (HEAD MOVEMENT)
- COMPLEMENTING BALANCE
story of the eye
- OUR FOV IS 220°
- HI-RES: 2° CIRCLE AT THE CENTER OF OUR GAZE
We have a Blindspot
Focus in VR is always* AT Infinity.
*in current-gen headsets.
Mantis
Shrimp
- 16 DISTINCT COLOR SENSITIVE CONES
- 5-10 DEGREES FIELD OF VIEW
- INDEPENDENTLY MOVING
Image: Discovery Magazine
Mantis Shrimp don't buy Your "Virtual Reality"
Image: Discovery Magazine
Hearing
Ears Receive:
- PITCH
- AMPLITUDE
Both ears + Brain:
- DELAY BETWEEN EARS
- AMPLITUDE DIFFERENCE
- PHASE DIFFERENCE
=3D Vision!
oh yeah and all of these senses
Touch?!
- HAPTICS
- THERMOCEPTION
Somatosensory System
- HAPTICS
- THERMOCEPTION
Proprioception
This is the most undervalued sense in VR.
VESTIBULAR SYSTEM
(EQUILIBRIOCEPTION)
what Forms Reality?
- SPATIAL RECKONING (EXTERNAL FRAME OF REFERENCE)
- BODY RECKONING (INTERNAL FRAME OF REFERENCE)
- CONTINUITY (TEMPORAL FRAME OF REFERENCE)
Squab Goals
HOMING PIGEONS USE MAGNETORECEPTION TO NAVIGATE.
HOMING PIGEONS DON'T GIVE A DAMN ABOUT YOUR "VIRTUAL REALITY"
The Brain is a Sense Integrator
The McGurk Effect
The Brain Fuses Low-Level Signals
Signal Fusion Helps correct Incomplete Data
WE NEED A FEEDBACK LOOP TO CORRECT COURSE.
Merrell #Trailscape
18 MOTION CAPTURE CAMS
2 FANS
2 HAPTIC TRANSDUCERS
3.5M x 12M SPACE
3 MINUTES LONG
3 MONTHS WORK
SUNDANCE FESTIVAL, 2015
IN VR THE TRACK ROTATED 40°.
IN REAL LIFE™ IT WAS 180°.
FEEDBACK CAN BE OVERRIDDEN.
The Brain Makes Assumptions With Incomplete Data
IF YOU CAN’T EAT A DRESS, AND A DRESS CAN’T EAT YOU, THE BRAIN DID NOT EVOLVE TO GIVE A FUCK ABOUT ITS COLOUR.
@raganwald
Sickness
Breaking /CoNTRADICTING Any Frame of Reference May Cause Simulation Sickness
Specifically...
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TEMPORAL FRAME: BROKEN PERSISTENCE OF VISION
- LOW FPS (HIGH FRAME PERSISTENCE)
- HIGH PIXEL PERSISTENCE
IT'S TEMPTING, BUT PLEASE DON'T MAKE USERS STARE INTO FLICKERS.
ATTEMPTS TO COMPETE WITH THE FRAMERATE ARE GENERALLY* NOT TOLERATED.
*FOR SOME REASON, 8HZ FLICKERS ARE OK? (SOURCE: JPL)
sPECIFICALLY...[2]
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bODY FRAME: EMULATION SUCKS
- REPRESENTATION OF LIMBS (FOR SOME REASON, SHOWING THE END EFFECTORS IS FINE)
- THINGS YOU SEE AND SHOULD BE FEELING, BUT AREN'T*
- FUCKING WITH GRAVITY*
- LACK OF A HORIZON LINE*
*I HAVE DONE ALL OF THESE THINGS, SO JUST BE CAREFUL.
Specifically...[3]
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eXTERNAL fRAME: MAKE THE SPACE THE LEAST CONFUSING.
- LACK OF ABILITY TO DISCERN DEPTH REGIONS (HERE, NEAR, FAR)
- LACK OF CONVERGENCE POINTS
oh and by the way
simulation Sickness ≠ Motion Sickness
Fixing one may Amplify the other.
Game Engines Are One Way of Faking it
Most 3D Game Engines Contain
- Physics Simulation
- Geometry-Based Rendering Pipeline
- Events System
Some Contain
- 3D Sound Simulation
- VR Specialized Rendering
- API to interface with other devices
Unity
- Small teams
- Most members have to know some programming
- Very easy on developers, terse for artists
- Mostly Closed Source
- Curated collection of engine features
Unreal Engine
- Larger teams
- Programmers build tools for artists (who don't touch code)
- Expressive for artists, harder for developers
- Open Source
- Significantly bigger
Both Share
- Physically-Based Rendering
- Spatial Sound
- Literally the same physics engine
- Oculus/Vive/PSVR/Gear Integration
- Very easy publishing system
This is one way.
this is not the Only Way.
Virtual Reality is an End to a yet-to-be-defined means.
Some stuff that isn't VR:
1. 360 VIDEO
360º Video is an Unhealthy Format FOr VR.
"360º Video is IMMERSIVE"
EVERYTHING IS ANYTHING
WHAT ARE WORDS, ANYWAY
DESIGNING PERSPECTIVES
HUMANS Cling To Their Frame of Reference.
REMEMBER THAT WHEN DESIGNING HUDS.
START SPHERICAL.
"THINGS EQUIDISTANT AT EYE LEVEL" IS, FOR NOW, NEUTRAL
VANISHING POINTS ARE POWERFUL.
- SPHERE = 0
- CYLINDER = 1
- PLANE = 2
KEEP IT SIMPLE.
YOU NEED A GOOD REASON TO NEED MORE THAN 1.
VANISHING POINTS CAN BE NESTED, USING TANGENT PLACEMENT.
EVE: Valkyrie
Designing Realities
Designing Realities Is Like ________
Designing Realities Is Like Cooking?
use Body Intuition
Exercise: Design a space without a headset
@omershapira
The Painful Introduction to Virtual Reality
By Omer Shapira
The Painful Introduction to Virtual Reality
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