Perceiving information
Attention
- 50 years ago...
A wealth of information creates a poverty of attention.
- Herbert A. Simon
History
- It all started in 1950s
1956: Sensorama - 3D phones
History
1961: Headsight - the user's head position tracking
History
1968: Sword of Damocles
What is VR?
Holography != Virtual Reality
Definition
for
Virtual Reality
- Artificial computer generated world that can be experienced and interacted.
- The term has come to refer to experiences where the user or player uses special equipment to immerse themselves and completely block out the real world.
Definition
for
Virtual Reality
( < 30 secs challenge)
How to get the feel?
VR is "embodiment"
-
Feeling of agency and control that you have with your body.
-
Knowledge exists in mind - body - soul
Rubber-hand illusion
Stats
University of Maryland
-> Overall confidence on response is higher in HMD than flat screen
Stats
STRI VR
-> Recall accuracy is more than 12% in HMD
Focus Points
DELTA
D - Design
E - Expertise in Education
L - Logistics
T - Try before you buy
A - Analytics/ Anatomy
Ref: https://youtu.be/W4-aWYiXzCA
Focus Points
DELTA
D - Design
Focus Points
E - Expertise and Education
DELTA
Focus Points
L - Logistics (AR&VR)
DELTA
Focus Points
T - Try before you buy
(AR)
DELTA (AR&VR)
Focus Points
A - Analytics and Anatomy
DELTA
Use cases
DICE
D - Dangerous
I - Impossible
C - Counter productive
E - Expensive
Ref: https://youtu.be/W4-aWYiXzCA
Use cases
DICE
D - Dangerous
Use cases
DICE
I - Impossible
Use cases
DICE
C - Counter perspective
Use cases
DICE
E- Expensive
Commercialisation
-
Use 72- inch HD 4K screen for video games
-
Stick to what AR can only do
-
Don't compare with cellphone
Extending the reality - VR/AR/MR
History of AR VR
By Bhuvana Meenakshi
History of AR VR
- 378