Lecture 2
Lecture 2
Dr Amar Behera
Email: [email protected]
Extension: 2401
• Tempting to think only of the software and hardware; the human is a key part of the system
• Brought together, these form a tightly knit field of “perception engineering”: using engineering
methods to design, develop, and deliver perceptual illusions to the user
Standard VR systems
• Scientist v Engineer/Developer
• Scientist (third-person) designs VR system for
another organism (first-person)
• Engineer/Developer switches between being the
first-person and third-person
• This is dangerous as you will ignore the flaws of
your own design
• Your body adapts to the flaws with time and
makes them seem non-existent
• Similar to proof-reading your own writing
Mimicing reality
• As a creator of VR experiences,
think carefully about the task,
goals, or desired effect you want
to have on the user
• Can you make the experience
even better than reality?
• Example: Programming on a
beach with a virtual screen
floating in the air
AIRR Tablet: Floating Display with High-
Speed Gesture UI
Impact: This movie had people screaming and scampering to the back of
the room as they thought the train was going to run them over
Portal 2
• First-person perspective
puzzle game
• Players solve puzzles by
placing portals and
teleporting between
them
• People have dreamt of
entering their video game
worlds for long – VR has
made it a reality
Virtuix Omni
Treadmill
Lucky’s Tale
• Maintains a third-person
perspective as the player
floats above his character
• Go to menti.com
• Use code 6262 4916
Dumpy
Game –
DePaul
University
Immersive cinema