Presence: Difference between revisions
Appearance
Xinreality (talk | contribs) No edit summary |
Xinreality (talk | contribs) No edit summary |
||
Line 13: | Line 13: | ||
===Requirements for Presence=== | ===Requirements for Presence=== | ||
====Tracking==== | |||
*6 [[degrees of freedom]]: ability to track user's head in rotational and translational movements. | |||
' | *360 degrees tracking: track user's head independent of the direction the user is facing. | ||
*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> | |||
====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. |