Wednesday, February 15, 2017

Tips for developing a virtual reality app

Tips for developing a virtual reality app

This third article in VR Days Europe I devoted to tips if you want to develop a VR application. Because the majority of those present during these inspiring days consisted of VR developers, there are many helpful tips given for when you go to build your own virtual-reality app. Do's and especially don'ts that you'd like to know before embarking on a complex project. I love to share them with you.


Also read the other blog posts in this series on VR Days Europe: " Virtual reality is serious business " and " Virtual Reality storytelling: 3 international cases ".

The viewer and his point of view

As with the creation of each medium you have to wonder: who is this app meant, who is the viewer?  Is it a he or a she, is the one young or old and there are any limitations?

In virtual reality, this question even more than other media, because the question is literally: whose perspective we adopt, Whose point of view are we sharing? Do therefore like you're Jip and Janneke says Steye Hallema of Jaunt: "Stick your head through the hedge!"



You need to think carefully what role does the viewer into the story. He / she is the first person of the VR experience (as with Inside Trumps Head ) or just the third person in which you talk about the viewer, but not at the viewer (such as Mission Earth  VPRO). Choose a second person, then it is talking to the viewer, but keep in mind, he / she can not talk back yet (see  The Recruiter )


Mission Earth in VR

the narrative

As with the writing of a book, or movie theater script is the determination of the narrative is an important step in order to bring the final viewer in the story. You can choose from various narratives and each type brings another layering with it.

The inner thoughts of the protagonist> viewers move in the hero.
A speaking protagonist> the hero talks to the viewer.
A speaking antagonist> Rogue talking to the viewer.
For books, movies and scripts, there are many other narratives, but for virtual reality these were cited as the three most common.

"The next Steven Spielberg Burg will not film, but directing a virtual world" - Barbara Lippe, Entrez VR Entertainment

Invest in your concept

" What is the media telling us? "Not" Let the media tell "is the slogan for the right concept. In all cases that were discussed at the event, the speakers indicated that lasted for the development of the concept months. Upon creation you should anticipate the behavior of the VR viewer. What to look for and how you lead him right direction? Do you do that with sound, movement or is it a surprise?

"Get out of the basic brain works ," explains Tim Moelard The Virtual Dutch Men out. "The human instinct as standoff fire and dinosaurs, remains intact in the virtual experience. So if you want to educate people as BHV or their fear would help make using virtual reality, this means that you have to tinker thereto months. This will require testing, testing and testing. "

"You'll have to create a test panel that your work regularly assess. And yes, that also means that you occasionally completely back're at square one." But according to the experts who participated in the panel " Immersive storytelling " is now just the Other innovation: the beaten path is not there yet.

Pay attention to the audio

Without audio is the virtual reality experience is not complete. NVIDIA is therefore investing heavily in the audio effects with their special VR Works Audio . Because of this experience a bomb really like this right you explode. It is played with emerging sound of left and voices echo as you runs through a number of courses.


"No-one will remember your virtual reality experience When the user interaction experience is bad" - Andrew Curtis, ForceField VR

Killers for the user interface

According to Andrew Curtis beat Fri developers rather by their creativity in building apps. His main message to them: "Your not Hollywood! Keep it simple, clear and let users not use it as a task. " The absolute killers are in his opinion:

Text? Doe! the! not!
Transparent backgrounds: except that they are very ugly, they do also affect the 360-degree environment.
Scrolling content: it's like two trains side by side, only one runs faster.
A seated experience: your neck gets stuck!
Multilayers: virtual reality has been an experience for most consumers; Discover dual layering is a bridge too far.
Types VR: Yes really, the applications in which it must exist.
Pop-up messages : even for the emergency exit.
The position of the main object is too far away: elusive.
"Tell people forget And They May. They show them and remember May. Involve them and theywill understand "- Tim Moelard, The Virtual Dutch Men

Develop together

" 'Tell people And They May forget. Show' em And They May remember. Involve them and theywill understand." It is an old wisdom of Conficius, but for me still valid motto 'says Moelard. Just by several staff involving the concept and process, results in a better product. " the best ideas for Fri Fri come in."

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