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Virtual Reality Blueprints

You're reading from   Virtual Reality Blueprints Create compelling VR experiences for mobile and desktop

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Product type Paperback
Published in Feb 2018
Publisher Packt
ISBN-13 9781786462985
Length 250 pages
Edition 1st Edition
Languages
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Authors (2):
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John Williamson John Williamson
Author Profile Icon John Williamson
John Williamson
Charles Palmer Charles Palmer
Author Profile Icon Charles Palmer
Charles Palmer
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Toc

Table of Contents (12) Chapters Close

Preface 1. The Past, Present, and Future of VR FREE CHAPTER 2. Building a Solar System for Google Cardboard 3. Building an Image Gallery System for the Gear VR 4. Adding User Interactions to the Virtual Gallery Project 5. Fighting Zombies on the Oculus Rift 6. Scripting Zombies for the Oculus Rift 7. Carnival Midway Games — Part 1 8. Carnival Midway Games — Part 2 9. VR Hardware Roundup 10. VR Terms and Definitions 11. Other Books You May Enjoy

Primer of best practices

Beyond creating great experiences, the number one goal in VR should be the comfort of the user. Specifically, not making the user feel ill from motion sickness.

Input

In our work, we have found the user interface of the Vive, Oculus, and PSVR to be the most reliable, easiest to train and best suited for fine-tuned gestures and manipulation.

The HoloLens natural input gestures can take a few minutes to learn and the voice recognition, while very reliable, even in noisy conditions, can be tricky due to the nuances of language and the wide ranges of synonyms that exist. Grab/Pinch/Hold/Grasp/Clutch/Seize/Take can all mean the same thing to different users as can Drop/Place/Release/Let Go/Place here. Keeping...

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