What high-top sneakers and motion sickness can teach us about designing for VR
Although there are a vast number of considerations (some common to traditional human-computer interfaces and some unique to spatial environments) that should be taken into account when designing for virtual reality (VR), there's one aspect of user interaction that particularly interests me as a developer: How should VR designers enable users to move within a virtual environment? VR is a spatial computer interface, and interacting with a spatial world means moving within it, which brings unique design challenges and opportunities.
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