Oculus Touch: Difference between revisions
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*Hand presence - the sense of your virtual hands are the same as your natural hands. Your hands are tracked with accuracy and low latency. | *Hand presence - the sense of your virtual hands are the same as your natural hands. Your hands are tracked with accuracy and low latency. | ||
*Manipulation - precise | *Manipulation - precise manipulation of virtual objects. For example, user should be able to pick up a gun, fire it then discard it without having to think about it. | ||
*Low mental load - instinctively interact with objects in VR. | *Low mental load - instinctively interact with objects in VR. Use the controllers effortlessly like how you use your real hands in the real world. | ||
*Communicative gestures - hand gestures are detected. | *Communicative gestures - hand gestures are detected. Gestures such as pointing, waving and giving the thumbs up are useful for social interactions. | ||
*Transitional inputs - gamepad inputs such as analog stick, buttons and triggers | *Transitional inputs - gamepad inputs such as analog stick, buttons and triggers. These time-tested input methods allow traditional gaming experiences to fuse with new VR experiences. | ||
*Lightweight - | *Lightweight - lightweight and ergonomic, easy to get into and out of. The controller has to be comfortable for long periods of usage. | ||
==Hardware== | ==Hardware== |