The player finds themself in the hangar where they have to interact with the neon orange capsule in order to trigger the introductory video. The video explains who the player is, their role, and their mission in this experience. When the video is over the player is called to leave the VR mode and continue …
Author archives: Ekaterini Maria Tsoris Zymnis
AR application – Setting up basic functionalities
UIThe first thing the player will encounter upon opening the application is an instructions panel. The player must press the “Ok” button in order to proceed to experience the app. Plane DetectionThe application detects a horizontal plane via the smartphone’s camera and automatically instantiates trash objects. Initially the player had to tap the screen in …
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Summary of results in iteration 1
In general: All Galleries were characterized as user friendly Gallery B was on average the easiest to understand and interact with Gallery A was the hardest to use mostly because there was no pathway to “walk” from position A to trash and back Gallery C was either much liked or much disliked due to the …
Afterthoughts: previs in VR for VR. A limbo state of challenge and experimentation.
One can argue that our project was an experimentation of VR as a tool for previs for a VR project. VR has been used as a previs tool for actual films and series, such as Lion King and the Mandalorian, but it has not been used inception-ally i.e. previs in VR for VR. Doing previs …
Trying out VRChat as a VR previs tool
Step 1 – Creating a custom “world” for VRChat in Unity Downloading the correct version of unityDownloading VRChat SDKs for world-building (VRChat world 3)Setting up a basic scene with VRCworld Step 2 – Adding Assets we want to experiment with in, the scene Step 3) Becoming familiar with UDon and adding appropriate action/interaction components and …
Previs Process Scene4
The Basic Setup Of the Scene List of common previs practices that I will be testing in Scene4: Different perspectives / POV / Interactivity / Navigation / Avatar role (?) Lighting / Shadows Movement of assets: e.g. speed, rotation, distance from player How many of them are going to be there – maybe cut down …
Observation Sheet from Usability Testing Iteration #1
Affordances in the design ofScene4
Affordances in the scene: Currently the scene can be experienced in two perspectives, 1st person POV and 3rd person POV.1st person POV: In first person POV the visual affordances of the player is the skybox, the moving shapes coming towards them, that change color and displacement, and a small plane they are standing on that …
Demographics and Interview Questionnaire Iteration 1 – AB testing
Designing Scene 4 – the process
In the video below the scene is in a stage that is ready for testing/experimenting aka starting the previs process.