~/talk

UX in the 3rd Dimension

Talkat Oredev 2017 · 2017-11-08..11-10· [webxr, design-collaboration]
slides:none on file

Madame Tussaud Ghostbusters VR reveals what breaks immersion: avatar clipping, lag and a wobbling plank that provokes real fear; mitigation techniques include teleportation and offering a virtual body; platform differences matter — HTC Vive 15x15 ft room scale, inside‑out tracking on mixed headsets, and HoloLens spatial audio (HRTF) change design choices; latency over 20 milliseconds correlates with cybersickness; concrete advice: build on the target hardware, test early and often, and prefer contextual anchors over floating HUDs.

AI-written summary · about

  1. 0:00Welcome to 3D UX
  2. 3:10Why UX matters in virtual and augmented realities
  3. 5:20AR/VR tech history
  4. 9:23Differences between augmented reality and virtual reality
  5. 12:45Immersive experience design
  6. 15:57VR movement basics
  7. 18:323D environment interactions
  8. 25:33Capturing attention in VR
  9. 32:15Cyber sickness causes & fixes
  10. 39:48Testing AR/VR solutions
  11. 43:26Future of adaptive VR
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