010 - User Interface and Interaction

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User Interfaces and Interactions

For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode:

We tackle the new field of 3D User Interfaces and Interactions. We discuss the current UI trends that are arising, and where we see things going for interactions.

Notes

Traditional UI

  • Non-diagetic

    • Getting away from Skeuomorphic design

      • Abstract concepts are well known amongst most users
    • distance from camera

Understanding Depth Cues

  • binocular disparity

    • Stereoscopic vision
    • Convergence of eyes
  • Accommodation

    • Inner Eye Lens changing form to accommodate variable focusing distance per eye
  • Occlusion

    • Object blocking each other.
    • Parallax
    • More important for depth past a couple of meters

VRUI

Canvas UI (hybrid)

  • Raycasting

    • Gaze pointers
    • Handheld Laser pointer
  • Touch

    • Fingers going through buttons

Diegetic UI

  • UI elements placed on corresponding objects

    • Good for sustained focal point
  • Arm HUD

User Interface Design:

  • Oculus guidelines

    • approximately 2-3 meters away from the viewer
    • DONT MAKE IT TOO WIDE

      • 1/3rd of the user’s viewing area
      • Otherwise use head rotation
    • Be wary of Scrolling large walls of text

      • Can cause motion sickness
    • Ok for wide but not tall text field

    • Dont make it too wide
      • Interacting with buttons changing things out of FOV can lead to confusion
  • Flat panel in front of you

  • Curved panel
    • Better than flat IMHO
    • Good for convergence

Accommodation Vergence Issue

  • DK2 Fixed focal distance of 1.3 meters away
    • Object of Interest (menus) 0.75 and 3.5 meters away.
    • TEST TEST TEST
    • Playing with Depth of Field effects to help focus, depth perception, and attention.

Random thoughts to cover

First Time User Experience vs Mastery

  • Finding the balance between the two

Skeuomorphic design vs abstract/minimal

  • After certain amount of time, trends will arise. Common icons, buttons, actions. What will they be?

Links and References

Hovercast menu:https://developer.leapmotion.com/gallery/hovercast-vr-interface

Mike Alger’s UI: https://vimeo.com/141330081

Leap Motion: http://blog.leapmotion.com/vr-interface-design-future-hybrid-reality/

Oculus: https://developer.oculus.com/documentation/intro-vr/latest/concepts/bpappui/

Unity: https://unity3d.com/learn/tutorials/topics/virtual-reality/user-interfaces-vr

VR Creators network: https://www.reddit.com/r/oculus/comments/3uv3cv/yourinvitationtothevrcreatorsnetwork_on/

Shibata, T., Kim, J., Hoffman, D.M., Banks, M.S. (2011). The zone of comfort: Predicting visual discomfort with stereo displays. Journal of Vision, 11(8), 1-29.

56 episodes available. A new episode about every 12 days averaging 48 mins duration .