On a second thought: if you would make it easier to "fix" window, such that one can focus on it and work. As when you are "placing" a new window in your video, that could make it a workable solution.
On a second thought: if you would make it easier to "fix" window, such that one can focus on it and work. As when you are "placing" a new window in your video, that could make it a workable solution.
But I agree that wiggling is off putting. I think VR demos should low-pass filter the output to some degree to give a more realistic perception of what VR is like.
But I feel its mostly rotational motion that is perceptible in VR demos rather than translational motion. I suspect that's because a small rotational motion results in a large shift in perspective for objects in the world that are some distance away from the camera while small translational movements don't really result in a significant perspective shift.
Would be interested in seeing what research into human head motion while sitting/standing/walking/etc. shows though.
Yeah, both rotation and translation would be filtered in the idea I had, so that small wiggling motions aren't as visible.
Have you actually tried VR? The fact that you think there's wiggling makes me think you haven't. Yes, videos make it look that way but I can guarantee you that's not reflected in the actual experience. VR is notoriously bad to watch on video and doesn't capture the experience at all.
As for pinned windows: fixed HUD is a no-no in VR games because it burns in same spot of your eyesight. When a HUD is desired, players are usually given a virtual or symbolic helmet that allow display to lag behind head movement.
I think the wiggling is actually kind of natural -- you don't notice your head or eye movements when you do them automatically, but it might be exacerbated in VR.
The fixing is an interesting idea, we'll try it out. I'm a bit worried it might feel weird in VR.
Corollary discharge[1] causes the brain to “subtract” out the motion of the image on the retina. It happens when our nervous system instructs the eyes to look in another direction. You can have someone else move your eyes or even do it yourself by pressing gently on the side of the eyeball with a fingertip on top of the lid. Wiggling one eye this way is not supported by the hardware of the eye and produces a very noticeable wiggly view of the real world.
I mentioned subtracting out the motion going on in the visual system. Experiments suggest that something like this is happening. If a muscle paralyzing drug is injected into the eye’s muscles it causes a wiggly world because the intent to glance somewhere causes both an ineffective command to move the eye, producing no real movement of the image in the retina while the triggered corollary discharge subtracts the intended motion from the still image and causes a perceived motion (in the opposite direction).
I think navigation needs eye tracking, which sadly no headset currently supports. Focus-follows-gaze would be a game changer.
Right now, Simula uses "dumb" eye tracking, in the sense that windows receive keyboard and cursor focus when the user's forward eye gaze intersects a window. We also have it so that users can control the cursor focus with their forward gaze (presently binded to `Super + Apostrophe`); similarly, users can drag windows around by holding `Super + Alt` and looking around. The experience adds up to something quite productive once you learn all the keyboard shortcuts (your fingers don't need to leave the keyboard).
You can have just one window at a time, and with a good headset, the wiggle is not significant. You can even adjust it so that your workspace follows you when your head turns.
https://github.com/SimulaVR/Simula/blob/gdwlroots-xwayland/d... https://github.com/SimulaVR/Simula/blob/gdwlroots-xwayland/d...
I haven't used Windows' Virtual Desktop since the early days, but I suspect our text enhancements have improved upon the situation dramatically (when keeping hardware constant).