VR PRINCIPLES

NAVIGATION PRINCIPLES

DISCOVER INFO IN SPACES

  • Select an information point to reveal content with cursor (Cat Flight)
  • Open a sequence of text + info + video in the 3d space as 2d panels
  • The placement of info icons in the environment encourages you to look around, explore and discover
  • 2d cards/panels reveal anecdotes and encourages discovery and exploration of a 3d map (Everest VR)
  • Better to not show all the information icons at once, but for them to appear when you get closer, a gamification to encourage discovery.

NAVIGATION MENU

  • Menu selection is very clear, the cursor should always be present for selection
  • Timeline navigation for entire experience, with cursor so user can skip, go back and forth or repeat sections

EXPERIENCE INFORMATION AT THE APP START

  • Info is very clear at the application launch (2d white text on black)
  • Suggestion of how to best experience the application ( sit / stand up)
  • Tutorials on how to use, navigate and interact with application, what to be aware of (possible difficulties and how to avoid them, i.e. dizziness)

KNOWLEDGE PHASE / INFORMATION SUMMARY

  • Text explanation is always first –> Experience 2nd
  • Text is always alone at the beginning of a chapter (Apollo 11) allowing users to perceive the message without distraction

GESTURE INTERACTION

  • Use a “flashlight” to point and reveal views as seen in theBlu VRChernobyl VR Project, and The Mage’s Tale
  • Choreography in Miyubi: Moving one’s head in a choreography to unlock special content

USER POSITION DURING THE EXPERIENCE

  • Stand
  • Sit
  • Define Area of play
  • Suggestion at the beginning of the application, before story and title

NARRATION PRINCIPLES

EXPERIENCE NARRATION

TIME

SCALE

SPATIAL CONTRAST

  • User chooses her own scale as seen in Everest VR

MICRO/MACRO

AUDIO

  • Drives the user’s viewing position, it encourages one to look around
  • Emotional impact in stories (watching a nature documentary with vs. without the epic music)

EMOTIONAL CONTENT RAISING

  • Sound
  • Motion
  • Height/vertigo/size/gravity Alteration, and Cat Flight
  • Displacement in space
  • Personification (Miyubi)
  • See your body (1st person)
  • Visual FX/shaders
  • One take (one shooting to record film, as if you were really in the space and  the story happens around you in real time)
  • Dynamism

LOCATION


CONTENT

 

CONTENT PRODUCTION

  • Film footage 360
  • 3D footage 360
  • CGI
  • Combination of CGI and film VR
  • 2d content motion graphic, visual in space (The Singularity)
  • Picture in VR
  • Flashlight

VIP RECORDED CONTENT

2D ANALOGUE IMAGES / FILMS INTO 3D SPACE


TECHNIQUES

SCENE CHANGE TECHNIQUES

  • Fade out/in
  • Camera Aperture
  • Eye Opening (blink)
  • Appearing/Disappearing by building scenography elements (from a static point of view)

MOVING/EXPLORING IN THE APPLICATION

TYPOGRAPHY

  • Art direction of Typeface related to the theme of the application (Miyubi // 80s style)
  • Readability/Anti Alias
  • Layout design (Miyubi interface as mask)
  • Info in space (subtle backgrounds)

SPECIAL FEATURES

  • Slow moving camera –> bring something dynamic to an audio narration
  • Drawing/building in a scene (Dear Angelica)
  • Triangulation moving/appearing/disappearing (texturing / dynamism) (as seen in BBC Easter Rising)
  • See yourself in the environment (your shadow in BBC Easter Rising, your moving head in the TV in Miyubi)
  • 2d content motion graphic, visual in space (The Singularity)

FRAMING

OVERTURE

  • Images / portrait frames appearing to introduce the story (Henry)
  • Extraction of the essence of the story (Allumette // peering through many windows)
  • Metaphor
  • Cinema frame (Everest VR)
  • Film to present original content (Apollo 11 // J.F. Kennedy speech on a tv screen and projector)