3D Critiques
Opened this issue · 2 comments
savannanoh commented
- Chapter focuses more on VR than AR, even though AR is more commonplace in society (such as Instagram filters), would like more examples of how AR is in our world today
- Include more AR/VR examples that are used beyond gaming +1 Examples include: remote collaboration and connection, training simulation, exposure therapy. Also include some gaming examples +2
- Does the human body overcome motion sickness by using AR/VR more? What’s being done to address motion sickness? +1
- This part is hard to read and has too much jargon: "There are also other geometric limitations in scene tracking, which can manifest as registration errors between the graphics and the physical world, leading to ambiguity in interaction with virtual objects. This can be overcome by propagating geometric uncertainty throughout the scene graph of the rendered scene, improving estimates of the locations of objects in real time" +1 would be helpful to have a visual here
- Are there any examples of VR actually helping build empathy or help with social good? How might VR play with emotions to the point of manipulation? +1
- How big of a gap do we need to cross to go from proof of concept AR/VR to a user friendly experience? Discuss current limitations in more detail, for example, distortions and cases where injury might occur +3
- Talk about how VR requires heavy processing power
- Just like the 2D chapter, explain how 3D rendering works technologically
- Talk about the influence of movies on AR and VR technology. AR is well known with Top Gun, Total Recall, Iron Man, but what about VR?
- Missing projection technology and holograms
- Have a section on spatializing UI in XR and best practices
- “How can people seamlessly switch between AR, VR, and other modes of use while performing the same task?”--why would anyone want to do this? +1
- Add other new advances, like eye tracking and body movements in VR
- Missing WebVR in this chapter
- Talk more about what MR is terrible for (and what research is being done in these areas)
- Talk about the different between AR and MR and VR +2
- Big focus on headsets, missing other hardware like contact lenses
- "For example, one way for remote participants to interact with a shared object is to make one of them virtual, tracking the real one in 3D." What is meant by "one of them"? The participants, or the objects?
- “most of the research and development investment has focused on fundamental engineering and design challenges over content” in VR. What is some content that can only be experienced in a VR experience?
- What is AR/VR trying to achieve if not presence or immersion? Could there be other goals for AR/VR technologies rather than reaching for the inherent impossible? Why does AR have to be believable in the first place?
- In what cases is AR/VR undeniably better than real life?
- What do killer apps have to do with the exit experience?
- Grammar/typos:
- "A View-Master toy which let’s users view"
- "Adding haptic feedback to further improve as sense of immersion"
- “number of interdisciplinary research challenges that has seen renewed”
savannanoh commented
- Paragraph beginning with "Most HCI..." is difficult to parse. So many examples, which are very helpful, however, envision and process. Student suggested gifs or 30 second videos for the things in this list, which they've found to be extremely helpful
- Define:
- Registration errors
- Geometric uncertainty
savannanoh commented
- Talk about other 3D interfaces, like holograms, projections, tactile
- Include larger social questions around VR, like loneliness and toxic behavior
- What's driving VR development? Is it a real human need? Neither VR nor AR seems accessible or highly adopted