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Best Practices Guide
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Strany 1 - Best Practices Guide

Best Practices Guide http://developer.oculusvr.com/best-practices

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January 9, 2015 version 9 ©January 2015, Oculus VR, LLC Appendix H - User Interface Heads-Up Display (HUD) Avatars Weapons and Tools Appendix I -

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January 9, 2015 version 10 ©January 2015, Oculus VR, LLC Appendix A - Introduction to Best Practices ● This guide will help you make comfo

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January 9, 2015 version 11 ©January 2015, Oculus VR, LLC Appendix B - Binocular Vision, Stereoscopic Imaging and Depth Cues ● The brain uses diff

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January 9, 2015 version 12 ©January 2015, Oculus VR, LLC stereoscopic 3D. Comfortable viewing distances inside the Rift Two issues are of primar

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January 9, 2015 version 13 ©January 2015, Oculus VR, LLC world in focus when the lenses of their eyes are accommodated to the depth plane of the v

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January 9, 2015 version 14 ©January 2015, Oculus VR, LLC Figure 1: The inter-camera distance (ICD) between the left and right scene cameras (lef

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January 9, 2015 version 15 ©January 2015, Oculus VR, LLC Appendix C - Field of View and Scale (0.4 SDK) ● The FOV of the virtual cameras must mat

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January 9, 2015 version 16 ©January 2015, Oculus VR, LLC impact visual-motor functioning after removing the Rift. The SDK will allow manipulat

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January 9, 2015 version 17 ©January 2015, Oculus VR, LLC Appendix D - Rendering Techniques ● Be mindful of the Rift screen’s resolution, particu

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January 9, 2015 version 18 ©January 2015, Oculus VR, LLC Understanding and Avoiding Display Flicker The low-persistence OLED display of the DK2 h

Strany 12 - Depth Cues

January 9, 2015 version 1 ©January 2015, Oculus VR, LLC A note on Gear VR: Welcome to the Oculus Best Practices Guide! This guide describes guidel

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January 9, 2015 version 19 ©January 2015, Oculus VR, LLC stereopsis might allow you to tell which of two objects on your desk is closer on

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January 9, 2015 version 20 ©January 2015, Oculus VR, LLC Appendix E - Motion ● The most comfortable VR experiences involve no self-motion for th

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January 9, 2015 version 21 ©January 2015, Oculus VR, LLC speed of forward movement,” acceleration can also refer to decreasing the speed of moveme

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January 9, 2015 version 22 ©January 2015, Oculus VR, LLC In general, you should respect the dynamics of human motion. There are limits to how peop

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January 9, 2015 version 23 ©January 2015, Oculus VR, LLC Appendix F - Tracking ● The Rift sensors collect information about user yaw, pitch, and

Strany 18 - Display resolution

January 9, 2015 version 24 ©January 2015, Oculus VR, LLC at the pivot point of the user’s head and neck when they are sitting up in a comfortable

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January 9, 2015 version 25 ©January 2015, Oculus VR, LLC the environment. On the other hand, users may be able to uncover technical

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January 9, 2015 version 26 ©January 2015, Oculus VR, LLC At Oculus we believe the threshold for compelling VR to be at or below 20ms of latency. A

Strany 21 - Appendix E - Motion

January 9, 2015 version 27 ©January 2015, Oculus VR, LLC Appendix G - Simulator Sickness ● “Simulator sickness” refers to symptoms of disco

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January 9, 2015 version 28 ©January 2015, Oculus VR, LLC Simulator sickness is comprised of a constellation of symptoms, but is primarily charact

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January 9, 2015 version 2 ©January 2015, Oculus VR, LLC The goal of this guide is to help developers create VR content that promotes: ! Oculomot

Strany 24 - Appendix F - Tracking

January 9, 2015 version 29 ©January 2015, Oculus VR, LLC extended, gradual acceleration to the same movement velocity. Discomfort will increas

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January 9, 2015 version 30 ©January 2015, Oculus VR, LLC Binocular Display Although binocular disparity is one of the Rift’s key and compelling de

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January 9, 2015 version 31 ©January 2015, Oculus VR, LLC also confer a similar benefit for the same reasons. Note also that the smaller the user’

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January 9, 2015 version 32 ©January 2015, Oculus VR, LLC uncomfortable process that leads to further discomfort when the user adjusts back to the

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January 9, 2015 version 33 ©January 2015, Oculus VR, LLC Experience The more experience a user has had with a virtual environment, the

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January 9, 2015 version 34 ©January 2015, Oculus VR, LLC brain to form an interpretation in which the visual and vestibular senses are consistent:

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January 9, 2015 version 35 ©January 2015, Oculus VR, LLC move them through a space. Although this method can be effective at reducin

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January 9, 2015 version 36 ©January 2015, Oculus VR, LLC !""#$%&'()(*(+,#-(.$/#-012# ● Heads-Up Display (HUD) ○ Foregoing th

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January 9, 2015 version 37 ©January 2015, Oculus VR, LLC Figure 3: Example of a very busy HUD rendered as though it appears on the inside of a h

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January 9, 2015 version 38 ©January 2015, Oculus VR, LLC Figure 4: A user avatar, seen at the bottom of the screen. An avatar can have its pro

Strany 34 - Combating Simulator Sickness

January 9, 2015 version 3 ©January 2015, Oculus VR, LLC the eye-render buffer resolution while maintaining display resolution can improve performa

Strany 35 - Novel Approaches

January 9, 2015 version 39 ©January 2015, Oculus VR, LLC There are some possible “cheats” to rendering weapons and tools in the player

Strany 36 - Measurement and testing

January 9, 2015 version 40 ©January 2015, Oculus VR, LLC !""#$%&'(.(*(+,#-(.$"3/(1$%(415&61/&7$ ● No traditional

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January 9, 2015 version 41 ©January 2015, Oculus VR, LLC instance, if a tooltip appears peripherally outside a menu that is navigated by raycastin

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January 9, 2015 version 42 ©January 2015, Oculus VR, LLC user’s head and the direction of locomotion can become misaligned—a user who

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January 9, 2015 version 43 ©January 2015, Oculus VR, LLC !""#$%&'((8(*(97$/#$/(9-#1/&7$ ● Keep in mind that users can

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January 9, 2015 version 44 ©January 2015, Oculus VR, LLC Most real-time 3D applications, like games, use a number of techniques that a

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January 9, 2015 version 45 ©January 2015, Oculus VR, LLC size of objects in relation to their own body, and it’s easy to tell when any object (or

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January 9, 2015 version 46 ©January 2015, Oculus VR, LLC scale up the user’s head inside the virtual environment. Just be aware that recommendati

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January 9, 2015 version 47 ©January 2015, Oculus VR, LLC distinct cue of how high your eyes are off the ground. For further discussion of this an

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January 9, 2015 version 48 ©January 2015, Oculus VR, LLC !""#$%&'(:(*(9;7,&$6(/<736</,(7$(#00#2/&5#(=>(?07-($7

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January 9, 2015 version 4 ©January 2015, Oculus VR, LLC any change in the motion of the user. Slowing down or stopping, turning whi

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January 9, 2015 version 49 ©January 2015, Oculus VR, LLC Appendix L - Health and Safety Warnings * These health & safety warnings are period

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January 9, 2015 version 50 ©January 2015, Oculus VR, LLC symptoms described below, and should limit the time children spend using the Hea

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January 9, 2015 version 51 ©January 2015, Oculus VR, LLC increase your susceptibility to adverse symptoms. ● Do not use the headset while in a m

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January 9, 2015 version 52 ©January 2015, Oculus VR, LLC use symptoms can include the symptoms above, as well as excessive drowsiness a

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January 9, 2015 version 53 ©January 2015, Oculus VR, LLC implanted medical device, do not use the headset without first consulting your doctor or

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January 9, 2015 version 5 ©January 2015, Oculus VR, LLC ● Consider implementing mechanisms that allow users to adjust the intensity of

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January 9, 2015 version 6 ©January 2015, Oculus VR, LLC Controlling the Avatar ● User input devices can't be seen while wearing the Rift. A

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January 9, 2015 version 7 ©January 2015, Oculus VR, LLC whether or not they wish to experience it. ● Don’t rely entirely on the stereoscopic

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January 9, 2015 version 8 ©January 2015, Oculus VR, LLC Appendices for further reading and detail Appendix A - Introduction to Best Practices Ap

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