All you want to explore about Visual Reality and its User experience
2016 is most certainly the year of Visual Reality (VR). This technology has taken up millions of dollars as investments in the form of specialized equipment, multiple cameras and drones for the highest picture and video quality and training to for profession teams.
As of now VR is mostly applied in the gaming industry. But it is safe to say that the success of VR in gaming can lure the connected and various other fields like travel, retail, education, business etc. to adopt this technology.
Concept of User Experience (UX):
VR has seen its share of success and criticism in the past few decades. But this year, in 2016 it is emerging as the most preferred user experience (UX) of VR.
Now when the technology of VR is at its peak and is beginning to be accepted by other fields also, it is high time for its developers to focus on the UX factor to ascertain that the user will adopt this technology without hesitation and any reluctance.
But how to make VR UX friendly?
This is a major challenge for the VR developers at Video Conferencing Singapore because the users have a wide range of options to access the VR technology (all thanks to the increasingly new gadgets entering the market every day). It becomes very critical to get the UX of VR right as compared to websites and mobile app. Because mobile apps are easily controllable and accessible through touch screens and keypads or mouse. But in the case of VR user has to face the annoyance and hindrance because of the fact that the user is unable to see his hands and neither the input device. This many times causes confusion and in severe cases motion sickness for the user.
So now how to tackle this situation?
Leading developers the best webinar service providers are working day and night to develop new and unique solutions to solve this problem. Some of them are listed below:
1. Tracking head movement:
Specific app developers are researching and developing their own input methods in the form of low-cost VR headgears. These gadgets follow the head movements of the user for tracking and fixation and thus controlling playback. This means that the user uses his head and points it towards the control button in the headgear for approximately 5 seconds. This is a passive method of accessing the controls in a head gear.
2. As fewer buttons as possible:
A new Google invention for the VR lovers is the Google cardboard which is not only cost affordable but also usable with nearly all Smartphone devices. Here the user has to insert their Smartphone in the cardboard holder and press the button or lever for accessing selections. Then just a physical tap on the Smartphone screens deports the user to a virtually exciting land.
3. Multiple controls:
With the onset of Oculus and HTS Vive, the UX factor of VR has shifted physical interaction of user and controls to increasing the virtual interaction happening on the VR screens. This is done through supplementary processing power of a computer and head tracking with the help of laser sensors. These sensors have multiple controls, one for tracking hand movement and the other to allow other inputs. This gives the user the ability to manipulate the objects in that particular VR surroundings.
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