Virtual reality (VR) is the experience where users feel immersed in a simulated world, 通过hardware-e.g.耳机和软件. 设计师创造虚拟现实体验.g., virtual museums—transporting users to 3D environments where they freely move and interact to perform predetermined tasks and attain goals—e.g.,皇冠官网登录.
为了创造出色的VR体验,它’用第一人称视角进行设计至关重要.
vr -通过设备进入新世界
在VR设计中, your goal is for users to experience an alternative existence through whichever senses your design can access. 你的设计越能通过视觉传达给用户, 听觉和触觉, 他们就会越沉浸在虚拟现实中. 因此你想要 尽可能将用户与现实世界隔离开来.
VR’s history began with the View-Master (a stereoscopic visual simulator) in 1939 and Morton Heilig’s 1950s’ Sensorama multi-experience theatre. 1968年,第一台头戴式显示器(HMD)问世. Then, 设计师 foc使用 on professionally geared applications in the 1970s and 1980s. 有了更先进的技术, 他们可以为军事训练领域量身定制计算机化的VR体验, 医学与飞行模拟. 1990年之后, 就在“虚拟现实”流行起来之后, 虚拟现实通过视频游戏进入了更广泛的消费者世界. 自那以后,虚拟现实变得越来越便宜和复杂.
虚拟现实vs增强现实vs混合现实
在虚拟现实中, you isolate the user from the real world and create presence in a virtual environment.
VR不同于 增强现实在那里,用户仍然停留在现实世界,但体验 电脑覆盖. AR和vr——以及混合现实(MR), where users interact with digital elements which are anchored to the real world—come under the umbrella term extended reality (XR). 在增强现实中,用户使用设备(例如.g.比如智能手机)来寻找现实世界的一部分.g.上面覆盖着计算机生成的输入. Designers insert a range of digital elements such as graphics and GPS overlays which adjust to changes in the user’s environment (e.g.,运动)实时. In MR, users have a more sophisticated experience where digital interplays with real-world content—e.g.在美国,外科医生通过投影超声图像给病人做手术. 在虚拟现实, 用户在现实世界中的动作完全可以转化为预先编程的环境, 让他们一起玩令人信服的VR幻象. So, 在VR设计中,你为用户提供了近乎完全的逃避现实.
“虚拟现实是一种全新的交流平台. 感受真实的存在, 你可以与你生活中的人分享无限的空间和经历. Imagine sharing not just moments with your friends online, but entire experiences and adventures.”
安全舒适-预防虚拟现实病(比如晕车, 而是源于感官冲突/人工环境的触发). 你想让用户沉浸在一个几乎-密封环境. 然而,他们可以成为 迷失方向. 用户的身体是不同的. 他们在哪里体验虚拟现实也一样多样. When they can move freely using your design, they can collide with/trip over things or fall. 而一些设备- e.g.HTC的vive会提醒用户注意物体,但不要忽视安全问题. 使用耳机会导致颈部疲劳. 另外:
相互作用与反应-符合人体工程学设计,满足用户的自然运动. 系统的头部, motion-tracking and (possibly) eye-tracking sensors and hand controllers must respond 动态. 这意味着它们必须提供反映现实世界行为的即时控制. Users’ arms have 50–70-cm reach; so, place key interactions in this zone.
图像和文字比例—Prevent eye strain and help user orientation with depth perception: your visuals keep changing, 因此,当用户接近图像时,要让图像更加详细. 使用醒目的文字. 舒适的聚焦距离通常为0.5 - 20米.
声音- - - - - -Use sound for atmosphere, and to give users a sense of place in the environment and cues.
Augmented reality (AR) and virtual reality (VR) are quickly becoming huge areas of technology, 与苹果这样的巨头合作, 微软和谷歌竞争提供下一个大型AR或VR体验. Statista predicts that the worldwide user base for AR and VR will reach 443 million by 2025, 这意味着 it is becoming increasingly important for 皇冠老牌网站 设计师 to know 如何 to create amazing VR and AR experiences. Designing for 3D experiences will require completely new ways of thinking about 皇冠老牌网站 design—and the question is, 你准备好应对这个新的设计领域了吗?
The good news is that while AR and VR hardware and software is changing dramatically, 3D交互设计的用户体验原则和技术将保持一致. It’s just that new opportunities and sensitivities will present themselves to 设计师 and developers. This course will give you the 3D 皇冠老牌网站 skills to remain relevant in the next decade and beyond. You’ll be able to create immersive experiences that tap into the novel opportunities that AR and VR generate. 例如, 你需要整合关键的用户体验概念,比如情感设计, 社会体验, 以及游戏化,以创造沉浸式AR或VR作品.
AR and VR need to be easy to use in order to provide users with experiences that wow. Avoiding common usability mistakes and applying the principles of storytelling will help you carefully craft 3D experiences that delight, 阴谋, 娱乐, 最重要的是唤起你想要的反应. You’ll need to engage users in first-person narratives by making use of spatially dynamic UI’s, 包括目光, 手势, 运动, 演讲, 还有声音——经常组合使用.
在课程中,你会遇到 许多空间和全息界面设计师的例子和案例研究. You will master 如何 to create immersive 3D content for AR and VR that provides rich user experiences. 本课程贯穿始终,提供练习和挑战, all aimed at helping you and/or your team practice your emerging or existing AR/VR skills. 弗兰克·斯皮勒斯会教你, 谁是一位杰出的演说家, 作者, and internationally respected senior usability practitioner with over 15 years of experience in the field.