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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st Edition
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Toc

Table of Contents (13) Chapters Close

Preface 1. Virtually Everything for Everyone FREE CHAPTER 2. Objects and Scale 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

Field of view – FOV


OK, we looked at spheres, cylinders, balls, and orbs. That was fun! Now, let's talk some more about 360-degree media and virtual reality and why it seems so compelling. There's a huge difference in the experience of viewing a 360-degree video on a flat screen versus inside a VR headset. Why?

In a theater, on a computer screen, or in VR, the angle from one edge of the view area to the opposite is commonly referred to as the angle of view or field of view (FOV). For example, an IMAX cinema theater with larger screens than that of the conventional cinema encompasses more of your peripheral vision and has a wider field of view. The following table compares the horizontal field of view of various viewing experiences. A wider field of view is important to provide immersive experiences.

These FOV values pertain to looking in one direction without moving your head or eyes:

Viewing experience

Horizontal field of view (FOV)

A 27" computer monitor

26 degrees

A movie theater

54...

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