![]() With this in mind, it’s easy to see why the travel industry is particularly thriving under the influence of AR portals. Journey to the center of the Earth.or maybe just to another country All they have to do is pick somewhere, anywhere, and they can create their own personal doorway. And the best bit: it doesn’t require the same complex or expensive equipment that Virtual Reality does.īoth companies and individuals alike can unleash their creative freedom and make their own AR portals. Using their smartphones people can enter and explore whole worlds, all at the touch of a button. In a previous article, we discussed how humans are constantly striving for new levels of immersion and escapism, and it is this habit that makes AR portals an increasingly popular medium. These portals can appear anywhere from games like Harry Potter: Wizards Unite, to everyday apps like ARCore, or more recently, and perhaps more bizarrely, in IKEA. Using augmented reality, people can place virtual portals in real-world locations, which they can then walk through and be virtually transported into new dimensions. In short, AR portals are doorways, windows, and portals that open entrances to new and exciting virtual worlds. Now, it’s time for a new phase in the augmented world: queue AR portals. With more and more apps turning to AR, it’s estimated that nearly 30% of smartphone users use AR apps at least once a week, and that’s before we include those faithful Pokémon Go users. ![]() ![]() Since then, Augmented Reality (AR) has been creeping into our lives left, right, and center-cementing a firm grip on the world. Pokémon Go paved the future for augmented reality, and not just in games either. With the release of Pokémon Go, thousands took to the streets, searching every corner in a desperate attempt to “catch them all”.įast forward three years, and we’re still talking about it. I greatly enjoyed designing an experience for VR, and expect that I will be continuing exploring similar projects in the future.In 2016, the world was swept into an augmented reality frenzy. So it was a good experience in learning the importance of having all the information easily available within the virtual world. Many had a difficult time memorizing the buttons, and it's impossible to explain further once they are in the virtual world. As far as explaining the controls to users, we tried making them as simple as possible, but discovering them was definitely more difficult than expected. Lighting was our most successful method for attracting the user's attention, and although we also tried shiny bright objects, they were not always successful at attracting the user's attention. The room extender wasn't a very successful solution to increasing the playspace: although many users didn't mind, some would get wildly disoriented, and others would be bothered by it. It was interesting exploring the different ways in which people have been attempting to solve them, and try our own hands at existing and new methods. ![]() Menus are a complicated matter in VR as floating text boxes completely break the immersion, and giving users instructions proved to be more of a challenge than expected.Īll these problems were interesting and challenging. Learning: how do we teach the user how to do what they need to do? The media is new enough that conventions haven't been established and users need help learning. Users can choose to look in the direction they want, we need to find how to direct their gaze without a frame. Locomotion: what are the best ways to move the user around? We need to consider that their movement is limited by the physical playspace of their actual setup.įocus: how do we get the user to pay attention to the element that matters? Rules of composition depend heavily on the picture frame, visual design for VR is a whole new beast. The largest challenges we encountered when designing for Room-Scale VR so far revolved around: We learned a lot in that last round of testing, and have a good idea of our prototype's successes and failures. We were again, able to test our prototype on a fairly large pool of participants (about 20), at Janet Murray's research projects presentation. ![]()
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