digital hollywood 2015 - jenny carden (zenka)
TRANSCRIPT
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Jenny Carden
www.zenka.org | #hellozenka
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Zenka’s 5 Top Challenges
for VR and AR
Content Creators
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1.Make it Worth It
AR and VR viewing is still cumbersome and
uncomfortable
Installation Times
Time Downloading Experiences
Glasses Fog Up
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Example of “Patience” in Web Today
How long will people wait for a simple web
page to load before they abandon it?
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40% will abandon
a web page
if it doesn’t load in
3 seconds.
Source: Akamai, KissMetrics
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3D Movies vs. Regular Movies
How many of you buy 3D movie tickets over
regular movie tickets?
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Recent study from CSU
concludes:
● 3D offers no measurable
improvement in enjoyment
● 3D increases threefold the
risk of eyestrain, headache
or trouble with vision
Study by : L Mark Carrier, of California State University
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Summary
● Just because it is using great technology doesn’t
mean it is going to be great.
● Use VR/AR when you can’t tell the story using
traditional media.
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2. Don’t Make People Sick
● VR Sickness, Simulator Sickness, Cyber Sickness
○ Eyestrain
○ Vertigo
○ Disorientation
○ Nausea
○ Loss of Color to the Skin
○ Headaches
○ Vomiting
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Tech Advances Are Only a Step
● High frame rates (90 Vive, 75 Oculus)
● Low latency (46ms could start to get problematic,
others cite 20ms)
● Virtual Nose (adds 94 seconds)
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What Can You Do as a Creator? ● Seated experiences
● No unexpected moves
● Move the camera in the direction your character
is facing.
● Don't ever change the horizon line/fixed reference
point.
● Avoid motion blurring (it increases the sensation of
movement).
● Limit movement without player control (especially
tilting & spinning)
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● Avoid acceleration or surges
● Raise the camera: the closer a camera is to the
ground the greater sensation of movement.
● Put important items in the front 30 degree view.
● Avoid flicker and flashing particularly near the
edges of vision (it’s perceived as motion by the
brain).
● No head bobbing or going up stairs.
● Use darker textures and avoid repeated patterns
checker board or stripes and lines.
● In game motions as close as possible to 1:1
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3. Don’t Invite Interaction (You
Can’t Deliver On)
● Virtual Reality can be frustrating and make the viewer
uncomfortable when the creator invites you to
interact but doesn’t allow a way to do that.
● Stops embodiment and pulls you out of the
experience/world.
● Passive vs. Interactive vs. Semi Interactive
● Future Haptics and Free Movement
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4. Be Aware of Tech Limitations● Sloppy technical skills can destroy presence.
● Don’t choose a stereoscopic 360 over a regular 360
because it is more “advanced”. It can actually
downgrade your experience.
● Beware of the uncanny valley. Low-fi graphics are
just as powerful to viewers than high res.
● Avoid things like a drummer with a low frame rate
because the sticks will be jumping in the air - causing
you to get pulled out of the experience.
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5. Look Past Demo Mode
Demo mode is only going to last so long…
● Seek out the killer app
● Stay abreast of Magic Leap and other changes
● Get emotional - people forgive when engaged
● Don’t redo expensive high def TV (sports/concerts)
● Break the laws of physics - “lucid living”
● Get intimate
● Transport people
● Exploit digital abundance
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Top 5 Future VR Reality BendersWill these new realities affect our actual perception of the world in a
profound way?
1. Superman IRL - Stanford (courage, ambition and committed)
1. Metaverse - High Fidelity, Gated or not Gated
1. The Evolution of Empathy - The Expanding Circle by Peter Singer, Violence in VR
1. EEG - Mind Maze, Emotiv EPOC, Muse
1. Flow State- Steven Kotler “legal heroin”
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Jenny Carden (Zenka)
zenka.org
Twitter/Instagram
#hellozenka