Designing our VR Experience

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Presentation transcript:

Designing our VR Experience GatorVRse: Virtual Reality for Social Good Designing our VR Experience JOU 4930 (Section 77B2 - Undergraduates) MMC 6936 (Section 77E7 - Graduate) Summer 2017 Dr. Shiva Halan

Bridging Theory with Technology Bridging Theoretical Knowledge with Technical Skill How do we use the VR theory/constructs that we have learned so far to build an immersive experience in Unity utilizing the skills that we have acquired? Operationalize the theory/constructs to build robust and impactful immersive experiences Informed decision-making: Ground the design decisions we make on the theory/constructs we have learned Where do we start?

Designing our VR experience Virtual World

Designing our VR experience Virtual World

Designing our VR experience Virtual World

Designing our VR experience Virtual World USER

Designing our VR experience Virtual World USER

Fundamental Four What do you want your user to experience? What are the (3D) objects that make up your virtual world? What are the properties/behaviors of these objects? How does the user experience your world?

Designing our VR experience in UNITY Scene Interfaces GameObjects USER

What is missing/wrong with this diagram? Virtual World USER

Designing our VR experience Virtual World

Fundamental Four What do you want your user to experience? What are the (3D) objects that make up your virtual world? What are the properties/behaviors of these objects? How does the user experience your world?

Fundamental Five What do you want your user to experience? What are the objects that make up your virtual world? What are the properties/behaviors of these objects? How is the user represented in your world? How does the user interact with the objects in your world?

Fundamental Five – Unity Version What scene do you want your user to experience? What are the GameObjects that make up your scene? What are the Components/Scripts of these GameObjects? How is the user represented in your scene? How does the user interact with the objects in your world?

What do you want your user to experience? What is the goal of your immersive experience (FOR THE USER)? Gain an insight/perspective Visualize some data or information Explore an artifact or exhibit Create a piece of art Have fun (recreational) Train or learn a skill in VR Communicate with other people Complete a particular real-world or virtual task Break down your user goals into sub-goals

What do you want your user to experience? What is the goal of your immersive experience (FOR THE USER)? When does the user’s experience end? When the user has experienced a particular insight When the user has spent X amount of time exploring an artifact When the user has learnt a skill When the user has completed some task(s) in the virtual world

What are the objects that make up your world? What 3D models are part of your virtual world/scene? Iterative process: Work on 3-5 models at a time Source: How are you going to find/create these 3D models? Do not reinvent the wheel Standard assets that come with Unity Always start at the Unity Asset Store External sources: 3D Warehouse, TurboSquid, Blue Brain 3D Most common format for Unity is FBX Characters: Autodesk Character Generator, Adobe Fuse

What are the properties/behaviors of your objects? What are the properties of each object in your scene? What component values change during the experience? Example: Position, Orientation, Size, Color, Material etc. What controls the change in these property values? Example: Time, User, Interaction with other objects, Random, Mathematical model What are the behaviors of each object in your scene? What component behaviors are customizable during the experience? Example: Animations, Audio, Emotions, Narrative, Perspective

How is the user represented in your world? Passive observer Vs Active participant Representations Camera perspective Character or Avatar Perspective of another character or 3D Model

How does the user interact in your world? Cause and effect relationship between the Interfaces and the GameObjects in the scene User uses _(INTERFACE)_ to manipulate _(PROPERTY/BEHAVIOR)_ of _(GAMEOBJECT)_ in the virtual world. User uses arrow keys on the keyboard to manipulate the position and orientation of the Camera in the virtual world User uses VIVE controllers to manipulate the size of the dress in the virtual shopping cart User uses Oculus Touch controllers to manipulate the speed of the car in the virtual race track

Virtual 3D Model Race

Comments/ Questions? Shiva Halan shivashankarh@ufl.edu Office Hours : Wed 3 – 4 pm