Unity Designer: VR is a step toward AR!

Greg Madison is a Unity designer. In the company's lab, he studied different virtual reality or augmented reality interfaces. Although he imagined a world where virtual and reality meet, he never forgot that all this will ultimately depend on the level of user satisfaction. In an interview with Fastcodesign, he shared his views on future technology.

360-degree movie is a waste of pixels

“Because we can make 360-degree video, people think we need to shoot 360-degree movies, but I think this is a wrong idea,” Madison said.

He believes that the traditional proof of drama, concerts, and Hollywood movies, viewers want to focus on one direction. “You can look at the reality of people watching movies. They don’t look around. It's absurd,” he said. “You look ahead and sometimes look right and left, but you don’t look backwards. (360-degree movie) is actually a waste of pixels."

In Madison's view, future VR movies should be 180-degree video, presenting the best content in people's field of vision, including the marginal vision. The real innovation in video should be depth, not breadth. When watching a movie, when the audience concentrates on an item, it becomes clear, just like in reality.

VR is a step toward AR

VR brings endless possibilities. In the future, we may spend a lot of time in the VR environment. Nevertheless, we still need to pay attention to the fact that VR only isolates the horizon and our body is still in reality. Therefore, we cannot ignore body dynamics when designing a VR experience.

When building the VR demo Carte Blanche, Madison decided that the experiencer should sit down instead of walking around with a virtual reality helmet. “Human body dynamics is very important. Of course, you can stand up. However, when working at IT companies, I observed how people use the machine all day. If I want to spend 8 hours on VR, how can I get the most Good experience?” he said. “I must think about the reality. When you sit down and put your hands on the table, you don’t feel too tired. And you can use other interactive methods: keyboard, mouse Anything you need.”

In short, the biggest problem with virtual reality is that it isolates you from the real world. "I think VR is just a step toward AR."

People don't want to spend too much effort on interaction

Technology companies have different solutions on VR control devices. Just like a computer needs a mouse and keyboard, people try to find the most suitable control method for a VR device. "In my opinion, laziness is the best way to predict the future," Madison said.

In the future, people do not want to spend too much effort on the interactive interface. "Thirty years later, we still haven't found a replacement for the mouse and keyboard because you can do a lot of things with minimal power. In VR, the question we need to think about is not what we can do but what we need to do."

Take the VR demo Carte Blanche he designed as an example. In this demo, you need to pick up virtual items, and in terms of how to operate, you can have multiple choices. You can pick it up by hand, or keep staring at it, and then move it with your eyes, or you can say "move things." "In an action, you always have a variety of methods," Madison said. "I want users to find a unique way to interact with the interface. I give him a variety of possibilities, let him feel the most natural way to virtual reality."

When designing a virtual interface, Madison's personal principle is that he does not design interfaces that require the use of both hands. "In my opinion, the purpose of VR is to let you do what you want to do and live your life," he said. "VR is not to reproduce the problems you encountered in reality."

Picture from: fastcodesign

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