VR for Games

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Sébastien 'cb' Kuntz

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May 19, 2010, 8:19:22 AM5/19/10
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Hi,
yesterday I spent the whole day at a game designers school teaching them
about VR

Here are some points we talked about that I believe are relevant to the
topic of this list :

- Presence : explaining the different levels of presence (perceptive,
cognitive, functionnal) required to get 'true' VR.
- General human perception : reality is constructed and perception is
limited
- Depth perception : most people think you need two eyes to perceive
depth, leaving aside all the other cues, mostly parallax.
- 3DUI : obviously
- Perceptive illusions : knowing the limits of our perception and
playing with it to improve the experience ( redirected walking, change
blindness ... )
- Latency
- Existing hardware and applications
- Challenges that the VR community must solve

That's about it, it was already pretty dense.

Any comment ?
cb
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