HW5: Bad Visuals, What Makes Content Eye-Friendly?¶
Due date: 2024-10-02 23:59.
Read¶
To complete this homework, you might want to refer to the following readings:
- Oculus Best Practices Guide: currently called Informative Guides to Help You Design, Develop, and Distribute Your VR App.
- Lecture slides: IITM-Finland Certificate Course: Fundamentals of Virtual Reality.
- YouTube channel: IITM-Finland Certificate Course: Fundamentals of Virtual Reality.
- Textbook: Virtual Reality, LaValle 2016.
Download¶
Start with downloading the following VR Cardboard application:
Find Visual Phenomena/Flaws¶
The objective of this homework is to teach you to recognize various unwanted phenomena/flaws in VR. After downloading the file, make sure to use the correct QR code that you generated in HW1 when running the application. To interact with the environment in this apk, you’ll use the "gaze" method, which involves looking at an interactive object or button and waiting for about a second.
The VR experience consists of nine rooms, each simulating different hardware, software, and design flaws. We've designed each room with one specific phenomenon/flaw in mind, something that is perceptually most obviously wrong in that room. Your task is to identify and describe this phenomenon/flaw in each room and answer our questions below.
To rephrase, we intentionally introduced software bugs in each room and your goal is to use what you've learned in class to make an informed judgment about what we might have done. This homework can be seen as an inspiration for your final project, in which you could implement more perceptual flaws/tunings/illusions of your choice.
Authors¶
Max Garcia, Aayush Kafle, and Anna LaValle.
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