Presence: Difference between revisions
Appearance
Shadowdawn (talk | contribs) No edit summary |
Xinreality (talk | contribs) No edit summary |
||
Line 15: | Line 15: | ||
'''Tracking''': 6DOF, 360 degrees, sub-millimeter, no jitter, comfortable tracking volume.<ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> | '''Tracking''': 6DOF, 360 degrees, sub-millimeter, no jitter, comfortable tracking volume.<ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> | ||
'''Latency'''<ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> | '''Latency''': <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> | ||
'''Low Persistence''': <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> | |||
'''Resolution''': <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> | |||
'''Optics''': <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> | |||
==Augmented Reality== | ==Augmented Reality== | ||
Presence is equally important to an immersive [[AR]] experience. To achieve Presence in [[Augmented Reality]], seamless integration of virtual content and physical environment is required. Like in VR, the virtual content has to align with user's expectations. One theory is that to have truly immersive AR, user cannot discern virtual objects from real objects. | Presence is equally important to an immersive [[AR]] experience. To achieve Presence in [[Augmented Reality]], seamless integration of virtual content and physical environment is required. Like in VR, the virtual content has to align with user's expectations. One theory is that to have truly immersive AR, user cannot discern virtual objects from real objects. |