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by SlashAndBurn » 12 Nov 2014, 19:47

Hello,

I've been playing with VR for some time and think we need to have a chat about mobile best practices. Oculus has a decent design document, but we need to talk about mobile issues, since our user base won't normally have a controller.

From my own app testing, designing a sensible "touch free" interfaces is difficult to get right.

For example, I've been playing with having a curved screen, which wraps around the clients head and acts as the interface. My initial thought was, maybe I could wrap the client's head with options and settings, kinda like Dead Space floating menus. I was able to implement the menu, but after testing I found having to constantly rotate your head, great distances, to "look tap" a button wasn't the right strategy. So after a few redesigns I've moved all options to a square layout with some dead space in the middle. This way the client has a place to leave their head in the middle, and it only requires slight head movement to do anything.

Final Note: We all love to look around a 3D environment, but having to constantly twist your head can get tiring. Keep important details near the middle, so your heading doesn't have to constantly change orientations.
Creator of Mobile VR Station, a VR media player for iOS platforms.
App: https://appsto.re/us/nlBn5.i
Website: http://mgatelabs.com/cms/mobile-vr-player/
Facebook: https://www.facebook.com/mobilevrstation/
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by SlashAndBurn » 14 Nov 2014, 18:30

How to re-calibrate your rotation on iOS, if your using Obj-C, not Unity.

Some setup:

1) CMMotionManager.startDeviceMotionUpdatesUsingReferenceFrame is how you should start gyroscope readings
1.A) I'm using CMAttitudeReferenceFrameXArbitraryCorrectedZVertical since it will try to not drift

When you need to re-calibrate your rotation, simply stop and start listening, and everything will be shifted.
Creator of Mobile VR Station, a VR media player for iOS platforms.
App: https://appsto.re/us/nlBn5.i
Website: http://mgatelabs.com/cms/mobile-vr-player/
Facebook: https://www.facebook.com/mobilevrstation/
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by liviuberechet » 15 Nov 2014, 09:15

Yes, this is something worth debating.

With Altergaze you can still touch the screen while holding it with your thumb.
It's not the best solution for gaming, but it's practical for simple menu interactions.
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by SlashAndBurn » 15 Dec 2014, 16:27

liviuberechet wrote:Yes, this is something worth debating.

With Altergaze you can still touch the screen while holding it with your thumb.
It's not the best solution for gaming, but it's practical for simple menu interactions.


I've been watching videos of the Gear VR, and I wish there was a simple Bluetooth keyboard/device we could attach to the side and use for basic controls. MFI controllers could work, but the basic profile would be too complicated, when we only need a d-pad and 4 buttons, and I don't think apple would allow it.
Creator of Mobile VR Station, a VR media player for iOS platforms.
App: https://appsto.re/us/nlBn5.i
Website: http://mgatelabs.com/cms/mobile-vr-player/
Facebook: https://www.facebook.com/mobilevrstation/
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Posts: 85
Joined: 20 Oct 2014, 13:25
Location: Alabama

by SlashAndBurn » 16 Dec 2014, 16:49

I was working last night, and I started down the path of specifying HMD/device/client configurations.

So my iOS 8.x App can run on...

-iPhone 4S
-iPhone 5*
-iPhone 6*
-iPhone 6* Plus
-iPad Mini*
-iPad*

Each device will need to know it's screen size

Then for each device I will need a HMD configuration for...

-No HMD
-Altergaze HMD
-Cardboard 40 MM HMD
-Cardboard 60 MM HMD
-Dive HMD.

For each MHD config I will need to know the left/right eye size/position. The distortion shader, and distortion properties.

And for each HMD settings, I need a way to tweak settings in-case my initial assumptions were wrong.

And finally I need a way to switch between clients.

- ipd (eye distance) So it can be quickly altered.


Any suggestions?
Creator of Mobile VR Station, a VR media player for iOS platforms.
App: https://appsto.re/us/nlBn5.i
Website: http://mgatelabs.com/cms/mobile-vr-player/
Facebook: https://www.facebook.com/mobilevrstation/
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Location: Alabama

by liviuberechet » 16 Dec 2014, 20:12

Figuring out the smartphone in an iOS only environment it's pretty easy: just check the screen resolution :)

Figuring out the headset is a bit more difficult as you have to take into consideration the IPD and where is the eye in relation to the lense as the distortion creates an offset (for eg, if you take a lens and move it left to right in front of your eyes the image will shift slightly).

Try this guy: Alex Weiler http://www.alpsvr.com/
He is a friend of mine and we talked quite a lot about the correct way to do it, slowly developing pretty much the same thing (but independent). He posted his version of the script (not much different than what I wrote, but his is finished :)

Hope this helps.
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by Mickman » 17 Dec 2014, 07:27

I really like the idea of creating a dead space area central to the menu... so as the user looks about is not instigating actual button presses till they start to move their head away from the dead zone.. nice one
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by SlashAndBurn » 18 Dec 2014, 23:55

In addition to the dead zone, there is also a pause before menus become active, a hour glass will show up between menus. And being over a button doesn't count, you need to be over and stationary for .5 seconds. I think some of this could be configured in a menu. Game pad controls are the best though.

Also I just got a Google cardboard for testing and have been playing with it all day. I hack it a bit though and put some of the packing material in the nose hole, now I can keep it on for a long time without feeling hurt.
Creator of Mobile VR Station, a VR media player for iOS platforms.
App: https://appsto.re/us/nlBn5.i
Website: http://mgatelabs.com/cms/mobile-vr-player/
Facebook: https://www.facebook.com/mobilevrstation/
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SlashAndBurn
 
Posts: 85
Joined: 20 Oct 2014, 13:25
Location: Alabama


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