virtual reality programming and designing issues
TRANSCRIPT
• Some interesting uses nowadays
• VR correlated health issues and how to avoid/reduce them
• Brief presentation of VR Parachuting
• Problems encountered w.r.t. “canonical” videogames
• Solutions adopted for performance improvement
KEY POINTS
THE MAIN CAUSE• 3 semicircular canals
filled with liquid• Head rotations
around 3 axes move liquid inside them
• Liquid pushes on cupula, which
translates mechanical movements into electric signals
• Adequate resolution (> 1080p)
• Low pixel persistence (< 3 ms)
• High graphics refresh rate (> 60 Hz, 95 Hz adequate)
• Tracking accuracy (< 1 mm translation, 0.25° orientation)
• Low latency (< 25 ms)
REQUIREMENTS• Wide field of view (> 80°)
Static objects into view • Virtual cockpit • Virtual nose
TRICKS
http://www.purdue.edu/newsroom/releases/2015/Q1/virtual-nose-may-reduce-simulator-sickness-in-video-games.html