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Notes.txt
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- very high level of variance.
some people got long term effects, while others doesn't even feel anything
Virtual vs reality
- the problem is not always about the "virtual" part, but rather because it's closer to "reality",
we suffer similar symptomns if the scenario atually happens to us
--------------------
"virtual" problems
--------------------
- low latency
- oculomotor conflict, maybe?
- sudden change of focal distance when coming back to reality
possible solutions
- high latency (obviously)
- cooling down after long usage
--------------------
"reality" problems
--------------------
- unanticipated movement
- fast voluntary head movements
- involuntary change of yaw
- change of yaw through other means than head rotation (e.g via controller joystick)
- insecurity inducing scenarios:
- sudden change of direction
- speed
- acceleration/deceleration
- height
possible solutions
- slow and gentle change of yaw
- change of head direction before change of movement direction (mimicking natural human walk)
- reducing the level of "reality"
- reduce FoV
- always on
- selective
- surrounding frame
- horizontal/vertical
- on or both eyes
- discrete movement/rotation
- smooth acceleration/deceleration
- reducing insecurity
- protective shell
--------------------
novel interactivity problems
--------------------
- confusion of direction
possible solutions
- clear direction identifier e.g cockpit or HUD
High
- pemaksaan arah
- ngatur arah pake stick
- frame rate
- quick head movement
Low
- high speed
**Both**
- reduce FoV
- always on / adaptive / asymetrical adaptive
- surrounding frame / horizontal / vertical
- Putting a player into a “cabin”/”capsule”
- Faded sphere
- cooling down after long usage
- fade to sky blue
**On Rail**
- Discrete rotation
- Visual cue
- Visualizing the movement’s trajectory
- change of head direction before change of movement direction (mimicking natural human walk)
**Controlled**
- Lock direction to view
- VR Step
- Drag direction by view
- Delay direction from controller
Direction via control + view
- body direction visualized through shoulders
- on controller
- set body as anchor
- on head yaw rotation outside of limit,
- set head as anchor
- on update
- on body as anchor
- view follows with delay
- on head as anchor
- body follows with delay
**Scenario**
=On Rail=
- R1 - rotates
- R2 - rotates - visible track
- R3 - rotates - rotation look ahead
- R4 - rotates - rotation look ahead - adaptive - faded sphere
- R5 - rotates - rotation look ahead - adaptive - cage
- R6 - No rotation - cage
- R7 v tangent v fixed v frame
- R8 v tangent v adaptive v frame
- R9 v tangent v adaptive - vertical
- R10 v tangent v adaptive - horizontal
=Controlled=
v C1 v Direction via control v cage v adaptive v frame
v C2 v Direction via control - delayed v cage v adaptive v frame
v C3 v Direction via view
v C4 v Direction via view v adaptive v frame
v C5 VR Step
x CX v Direction via view - drag v cage v adaptive v frame
=Closing=
v ZZ cooling down
others
v 5 tracks
v fixed or randomize track
v targets & end game
- rotation hint
- cooling down
parameters
v fixed or randomize track v
- neck delay v
- rotation look ahead v
- adaptive/not v
- filter mode v
- rotation hint mode v
- activate VR step
Kemungkinan lain:
- konflik focal distance