The 5 biggest mistakes people are making in VR today. From how to avoid nausea in VR to getting out of demo mode. Also find out how VR will change the way we view reality in the future.
8. Instagram/Facebook - #hellozenka www.zenka.org
1.Make it Worth It
AR and VR viewing is still cumbersome and
uncomfortable
Installation Times
Time Downloading Experiences
Glasses Fog Up
9. Instagram/Facebook - #hellozenka www.zenka.org
Example of “Patience” in Web Today
How long will people wait for a simple web
page to load before they abandon it?
10. Instagram/Facebook - #hellozenka www.zenka.org
40% will abandon
a web page
if it doesn’t load in
3 seconds.
Source: Akamai, KissMetrics
11. Instagram/Facebook - #hellozenka www.zenka.org
3D Movies vs. Regular Movies
How many of you buy 3D movie tickets over
regular movie tickets?
13. Instagram/Facebook - #hellozenka www.zenka.org
Recent study from CSU
concludes:
● 3D offers no measurable
improvement in enjoyment
● 3D increases threefold the
risk of eyestrain, headache
or trouble with vision
Study by : L Mark Carrier, of California State University
14. Instagram/Facebook - #hellozenka www.zenka.org
Summary
● Just because it is using great technology doesn’t
mean it is going to be great.
● Use VR/AR when you can’t tell the story using
traditional media.
15. Instagram/Facebook - #hellozenka www.zenka.org
2. Don’t Make People Sick
● VR Sickness, Simulator Sickness, Cyber Sickness
○ Eyestrain
○ Vertigo
○ Disorientation
○ Nausea
○ Loss of Color to the Skin
○ Headaches
○ Vomiting
16. Instagram/Facebook - #hellozenka www.zenka.org
Tech Advances Are Only a Step
● High frame rates (90 Vive, 75 Oculus)
● Low latency (46ms could start to get problematic,
others cite 20ms)
● Virtual Nose (adds 94 seconds)
17. Instagram/Facebook - #hellozenka www.zenka.org
What Can You Do as a Creator?
● Seated experiences
● No unexpected moves
● Move the camera in the direction your character
is facing.
● Don't ever change the horizon line/fixed reference
point.
● Avoid motion blurring (it increases the sensation of
movement).
● Limit movement without player control (especially
tilting & spinning)
18. Instagram/Facebook - #hellozenka www.zenka.org
● Avoid acceleration or surges
● Raise the camera: the closer a camera is to the
ground the greater sensation of movement.
● Put important items in the front 30 degree view.
● Avoid flicker and flashing particularly near the
edges of vision (it’s perceived as motion by the
brain).
● No head bobbing or going up stairs.
● Use darker textures and avoid repeated patterns
checker board or stripes and lines.
● In game motions as close as possible to 1:1
19. Instagram/Facebook - #hellozenka www.zenka.org
3. Don’t Invite Interaction (You
Can’t Deliver On)
● Virtual Reality can be frustrating and make the viewer
uncomfortable when the creator invites you to
interact but doesn’t allow a way to do that.
● Stops embodiment and pulls you out of the
experience/world.
● Passive vs. Interactive vs. Semi Interactive
● Future Haptics and Free Movement
20. Instagram/Facebook - #hellozenka www.zenka.org
4. Be Aware of Tech Limitations
● Sloppy technical skills can destroy presence.
● Don’t choose a stereoscopic 360 over a regular 360
because it is more “advanced”. It can actually
downgrade your experience.
● Beware of the uncanny valley. Low-fi graphics are
just as powerful to viewers than high res.
● Avoid things like a drummer with a low frame rate
because the sticks will be jumping in the air - causing
you to get pulled out of the experience.
21. Instagram/Facebook - #hellozenka www.zenka.org
5. Look Past Demo Mode
Demo mode is only going to last so long…
● Seek out the killer app
● Stay abreast of Magic Leap and other changes
● Get emotional - people forgive when engaged
● Don’t redo expensive high def TV (sports/concerts)
● Break the laws of physics - “lucid living”
● Get intimate
● Transport people
● Exploit digital abundance
22. Instagram/Facebook - #hellozenka www.zenka.org
Top 5 Future VR Reality Benders
Will these new realities affect our actual perception of the world in a
profound way?
1. Superman IRL
- Stanford (courage, ambition and committed)
1. Metaverse
- High Fidelity, Gated or not Gated
1. The Evolution of Empathy
- The Expanding Circle by Peter Singer, Violence in VR
1. EEG
- Mind Maze, Emotiv EPOC, Muse
1. Flow State
- Steven Kotler “legal heroin”
AR and VR technology basics
Who I am and what I do
Building a career that is unique to you
The future of AR and VR and what can you do with it?
Questions
In 6 years we have gone from 73% down to 39% people choosing 3D over traditional.
A lot of the things I see in VR are not making my experience more enjoyable.
Just because your project is in VR doesn’t make it worth the hassle of putting on a headset etc.
VRSE Works Bjork Video
Choosing an existing platform over a custom apps
- Explaining the process to view
- Installation and configuration hurdles for your viewers
- The importance of telling the story via video
Don’t be afraid to keep it simple.
Theater in the round
Old film days peope used to go to a movie theater to see a train passing by. Then it wasn’t enough.
"The Expanding Circle," by the philosopher Peter Singer
Stanford University has been doing research for five years now to document how playing a game with an idealized avatar changes how we think and act in real life,making us more courageous, more ambitious, more committed to our goals.
17 flow triggers dopamine hits Steven Kotler
Steven Kotler compares it to “legal heroin”, saying that “when video games start producing full-scale flow states is arguably the point that VR becomes more fun and perhaps more meaningful than actual reality.”
lucid dreaming