Bruno Simon – 3D Curriculum
bruno-simon.com
bruno-simon.com
https://www.microsoft.com/en-us/p/loci-memory-palace/9nfmz63...
One the first linked project: https://prior.co.jp/discover/en/hospitality
The scroll controls the flow, but it doesn't respect OS setting. I am using "inverted" scrolling (aka Windows style) on a Mac, but the site only works with the default Mac style scrolling. Something to watch out for :)
Seriously, what is going on here? This tangent is related, but slightly off-topic...
I have a similar issue with 3D graphics at work. We use a HTC vive with a software called Revizto to view industrial 3D models (for what is essentially power plant designs). The problem is that you can only load part of the model because it's apparently too complex for the system to handle and some objects won't render. Say you loaded an architectural model of something a football stadium, with Revizto you can only run perhaps 1/20th, of the model in VR. It works a little better in you double the PC's video RAM, but not much. It's a major pain. However, you can run VR games that seem far more complex, the environments go on forever, and you can even have smooth animations and physics interactions.
What gives? It seems to me I should be able to run my 3D models in VR to run as smoothly as a game. How do I load a complex 3D model to run smoothly in VR?
What's the technology stack?
It's one of those things that should immediately pop out as "feels wrong" in interaction design.
Our hand-eye coordination does not intuitively adapt to remap the arrow keys relative to the spatial position/orientation of the vehicle, and we keep thinking relative to the screen coordinates itself. After you play with it for about 5 minutes you will project to the car instead of the screen and it will feel intuitive again.
Does anyone have any similar sites? I really enjoyed this.
https://prior.co.jp/discover/en
https://www.orano.group/experience/innovation/en/slider
Unfortunately I got tired of the gimmick pretty quickly and didn't make it to the next few examples. Having to drive a car just to open a link is too much work!
I'm focused on HMDs and DIY shutter/anaglyph/wiggle 3D and hand tracking above laptop keyboard. For non-novice professional GUIs, why simulate the physical world? That's a big bag of restrictions, unlikely to align well with desired domain affordances. It feels skeuomorphic - nice for onboarding novices, but generally not where you want to end up. But with VR currently focused on gaming and presenting the physical world, and AR on onboarding and reality overlays, there's not a lot of inspiration around for 3D UI design where the "R" isn't a priority.
Runs flawlessly in Chrome on a 3yr old Samsung A5