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Article on Immersion & Presence

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  • Article on Immersion & Presence
Split photo with gaming PC keyboard, Google Cardboard VR, Playstation 4 controller, PSVR headset, Valve Index Knuckles
Posted inCross-Platform

Designing Across XR Technologies and Platforms

When designing a solution that is going to be used across multiple technologies and platforms, such as VR and…
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A female designer is wearing a HoloLens, looking at a 3D character in 3 dimensional space.
Posted inWorkflow and Focus

Workflow and Focus in XR

As this technology becomes a more common part of our everyday work life, multitasking will become more prevalent. This…
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A blue arrow bounces at the location the tutorial wants you to go. A green sign instructs you to go to the arrow.
Posted inDirecting Attention Wayfinding

Wayfinding in XR

Virtual worlds can be overwhelming due to all of the things that fight for the your attention. Similar to…
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Sample scene of a VR interface for a flight tracker from Microsoft Maquette.
Posted inImmersion and Presence

Animation in XR

Motion is an important aspect of XR experiences since it can be used to enhance interactions, support the narrative,…
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Categories
  • By Question 19
  • Collaborative and Social 2
  • Gaming for Career Development 3
  • Human Centered Design 27
    • Motion Sickness 9
    • Physical Factors 10
    • Psychological Factors 2
    • Training in XR 7
  • Immersion and Presence 23
    • Cross-Platform 1
    • Directing Attention 4
    • Embodiment 3
    • Load Times 4
    • Narrative and Storytelling 2
    • NPC Behaviors 2
    • Sound 2
    • Wayfinding 2
    • Workflow and Focus 2
  • Input Methods 12
    • Controller Interactions 4
  • Locomotion 13
    • Artificial Locomotion 2
    • Drag World 2
    • Real Walking 2
    • Redirected Walking 2
    • Teleportation 3
    • Walk In Place 2
  • Patterns 12
  • UI Elements 5
    • Tooltips and Memory Cues 2
  • UX Best Practices 9
    • Transitioning to XR 9
  • UX Process 9
  • Visibility and Legibility 9
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All screenshots or clips in this publication are the property of the studios who produced the film or experience and are used under the Fair Use laws for educational and critique purposes.

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