<div dir="ltr"><div>Great idea Andreas I think v4.1 is for MAR? if so then I'll bookmark your email for then. </div><div>-Doug</div><div><br></div></div><br><div class="gmail_quote"><div class="gmail_attr" dir="ltr">On Tue, Feb 11, 2020 at 3:13 PM Andreas Plesch <<a href="mailto:andreasplesch@gmail.com">andreasplesch@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;padding-left:1ex;border-left-color:rgb(204,204,204);border-left-width:1px;border-left-style:solid">> Date: Tue, 4 Feb 2020 21:02:22 -0700<br>
> From: GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>><br>
> To: X3D WG <<a href="mailto:x3d@web3d.org" target="_blank">x3d@web3d.org</a>>, X3D-Public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>><br>
> Subject: Re: [x3d-public] X3D Working Group call for Feb 7 2020<br>
<br>
Additional navigation modes:<br>
...<br>
><br>
> B. headset<br>
> I also did a 'cardboard' stereo on Android with freewrl, using just the<br>
> orientation sensor on the device, to change the avatar look angle. (but no<br>
> position sensor). If someone sends me more sophisticated headsets, I'll see<br>
> what I can get working.<br>
<br>
VR headset navigation is quite diverse. Good default modes will be<br>
very useful but customized navigation will be more important than on a<br>
desktop.<br>
<br>
For all headsets the view will naturally follow the headset<br>
orientation, 'looking around'. On the other hand, a 'pause' mode which<br>
freezes the current orientation might be relaxing sometimes, to<br>
exercise your neck.<br>
<br>
There is a progression from limited to rich capability:<br>
<br>
1) seated, cardboard, no wand nor integrated headset buttons<br>
- the only transport mode which had some success is 'staring':<br>
Stare long enough somewhere, and then get transported to the spot.<br>
- in combination with mouse much more usable, as it provides<br>
buttons, and potentially steering for flying.<br>
<br>
2) seated, one or two buttons on headset<br>
- use button to progress to the next viewpoint, or to reset to<br>
initial view at current viewpoint<br>
- use button to start walking/flying in view direction<br>
<br>
3) seated, one or two handheld controllers each with multlple buttons<br>
- main use of wand will be manipulating the environment, besides navigation.<br>
- point the laser wand at an object where you want to go, and go with button<br>
- point the laser in a direction, and fly along the direction<br>
- point the laser at a viewpoint hud and select a viewpoint description to go<br>
- use arm gestures: for running, climbing, swimming, flying,<br>
crawling, slowing down, speeding up ...<br>
<br>
4) seated, no controllers but bare hand tracking<br>
- gestures<br>
- cockpits, wheels, virtual joystick<br>
<br>
5) 6dof, eg. looking while standing and moving in a limited space,<br>
with controllers (now most typical, Oculus Quest, Go)<br>
- very local navigation by moving body<br>
- plus controller based navigation<br>
<br>
Can we come up with perhaps two or three standardized default modes<br>
for VR navigation ? Is there a survey of navigation in current VR<br>
games/experiences ?<br>
<br>
VR-examine: just look and also use controller like a mouse to drag,<br>
eg. orbit around center<br>
VR-walk: walk forward,backward,sidewards with buttons on controllers,<br>
looking is independent<br>
...<br>
<br>
They should be probably based on typical use cases but what is a<br>
typical use case, outside of gaming ?<br>
<br>
Customized navigation could be based on custom mapping of controller<br>
actions (buttons, gestures) to a set of available navigation<br>
activities/verbs (moving, turning, orbiting, resetting, recentering,<br>
transporting ...).<br>
<br>
Should cardboard, eg. headset only, still be considered relevant, eg.<br>
worthy of attention by default nav. modes supported in browsers ?<br>
<br>
-Andreas<br>
<br>
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</blockquote></div>