[x3d-public] X3D Working Group call for Feb 7 2020

GPU Group gpugroup at gmail.com
Wed Feb 12 05:36:01 PST 2020


Great idea Andreas I think v4.1 is for MAR? if so then I'll bookmark your
email for then.
-Doug


On Tue, Feb 11, 2020 at 3:13 PM Andreas Plesch <andreasplesch at gmail.com>
wrote:

> > Date: Tue, 4 Feb 2020 21:02:22 -0700
> > From: GPU Group <gpugroup at gmail.com>
> > To: X3D WG <x3d at web3d.org>, X3D-Public <x3d-public at web3d.org>
> > Subject: Re: [x3d-public] X3D Working Group call for Feb 7 2020
>
> Additional navigation modes:
> ...
> >
> > B. headset
> > I also did a 'cardboard' stereo on Android with freewrl, using just the
> > orientation sensor on the device, to change the avatar look angle. (but
> no
> > position sensor). If someone sends me more sophisticated headsets, I'll
> see
> > what I can get working.
>
> VR headset navigation is quite diverse. Good default modes will be
> very useful but customized navigation will be more important than on a
> desktop.
>
> For all headsets the view will naturally follow the headset
> orientation, 'looking around'. On the other hand, a 'pause' mode which
> freezes the current orientation might be relaxing sometimes, to
> exercise your neck.
>
> There is a progression from limited to rich capability:
>
> 1) seated, cardboard, no wand nor integrated headset buttons
>     - the only transport mode which had some success is 'staring':
> Stare long enough somewhere, and then get transported to the spot.
>     - in combination with mouse much more usable, as it provides
> buttons, and potentially steering for flying.
>
> 2) seated, one or two buttons on headset
>    - use button to progress to the next viewpoint, or to reset to
> initial view at current viewpoint
>    - use button to start walking/flying in view direction
>
> 3) seated, one or two handheld controllers each with multlple buttons
>   - main use of wand will be manipulating the environment, besides
> navigation.
>   - point the laser wand at an object where you want to go, and go with
> button
>   - point the laser in a direction, and fly along the direction
>   - point the laser at a viewpoint hud and select a viewpoint description
> to go
>   - use arm gestures: for running, climbing, swimming, flying,
> crawling, slowing down, speeding up ...
>
> 4) seated, no controllers but bare hand tracking
>   - gestures
>   - cockpits, wheels, virtual joystick
>
>  5) 6dof, eg. looking while standing and moving in a limited space,
> with controllers (now most typical, Oculus Quest, Go)
>   - very local navigation by moving body
>   - plus controller based navigation
>
> Can we come up with perhaps two or three standardized default modes
> for VR navigation ? Is there a survey of navigation in current VR
> games/experiences ?
>
> VR-examine: just look and also use controller like a mouse to drag,
> eg. orbit around center
> VR-walk: walk forward,backward,sidewards with buttons on controllers,
> looking is independent
> ...
>
> They should be probably based on typical use cases but what is a
> typical use case, outside of gaming ?
>
> Customized navigation could be based on custom mapping of controller
> actions (buttons, gestures) to a set of available navigation
> activities/verbs (moving, turning, orbiting, resetting, recentering,
> transporting ...).
>
> Should cardboard, eg. headset only, still be considered relevant, eg.
> worthy of attention by default nav. modes supported in browsers ?
>
> -Andreas
>
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