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Showing posts with the label virtual reality
My posts tend to be 'off the cuff' - meaning I'm just writing out in 'one go' about stuff I'm currently thinking about. Not really a lot of pre-planning (in most cases, save for tutorials). Though I do go back and add bits, correct grammar errors, and put in links, pictures, etc. So apologies if you were expecting highly formalized PR or Marketing spiel. ;) (Yes, I know. You weren't!)

Enhanced eBooks, AR books, ePUB, glTF, webGL, publisher support? - a brief summary of what I found when trying to get a handle on enhancing the book experience

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What exactly is an enhanced eBook? Or even an enhanced (non-electronic) book? Those were the questions I had when I was initially trying to understand how to improve the book experience. My thought process started back when I was interning with a Marketing professor - I'd gone back to school, you see, to get a Communications degree, after years in science. The professor was working on media engagement mechanisms. Long story short, she was finding that the more the reader had to interact with the media, the more they remembered it.  I'd seen other research like this, with interactive games as the subject, years earlier - with experimental evidence. Experimental evidence is the pinnacle of proof in science. It's not hypothesis, not simply correlation, it's a causal connection. In other words, it's not just a hunch that A is related somehow to B, it shows that A causes B.  So I wasn't surprised that she was finding similar results with correlation studies. ...

Everyone who cares about AR/VR design should read this locomotion research from Oculus Research

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Still sick with the flu, so not ready to write more about AR locomotion issues. But here is a good starter set for anyone interested in the subject. Oculus Research Into Comfortable Locomotion and also this video Solving for Locomotion in VR I'm going to try some of these with low end device Camera-based AR, as a demo, to see if they make any difference. And I think I'll also try them with Cardboard with or without an AR backboard. I think it's easy to say that inside-out tracking and especially hand tracking are also high on the list for dealing with locomotion, but the above might help immensely with the nausea issues that both VR and AR (with camera lag) have.