scholarly journals Best practices for cross-platform virtual reality development

Author(s):  
Jonathan Schlueter ◽  
Holly Baiotto ◽  
Melynda Hoover ◽  
Vijay Kalivarapu ◽  
Gabriel Evans ◽  
...  
Author(s):  
Sophie Amberkar ◽  
Anna Delchamps ◽  
Zoe Glas ◽  
Chelsea Miller ◽  
Ryle Scribner ◽  
...  

Usability testing is typically taught with a desktop or mobile device in mind. As new platforms become more commonplace, it is important to master usability testing as applications scale cross-platform (including television, virtual reality, voice user interfaces, and screen readers). For all devices, there are key considerations across study recruitment, selection of the right prototype fidelity, lab research (including lab environment, observing, and recording the participant), and moderated remote research that should be kept in mind. This paper aggregates best practices for all six devices across these various topics.


2021 ◽  
Author(s):  
Michael Smilovitch

BirdQuestVR is a cross-platform asymmetric communication game between one player in Virtual Reality and another on a mobile device. The game explores asymmetric co-operative gaming in a shared physical space, taking the physical surroundings of the VR user into account in its design. Asymmetric games feature different rules, abilities, or objectives for different players, generating unique and nuanced game experiences. Multiplayer asymmetric games in particular have been shown to increase teamwork and a collaborative mindset even after a play session has ended. Asymmetric design is commonplace in both digital and analog games but has yet to see widespread adoption in the emerging Virtual Reality (VR) gaming space. BirdQuestVR seeks to leverage the affordances of current consumer-grade VR headsets to build asymmetric gameplay around communication, embodied performance, and physical humour. Keywords: Asymmetric, Virtual Reality, Cross-Platform, Social Play, Avatar Embodiment


2019 ◽  
Vol 76 (6) ◽  
pp. 1681-1690 ◽  
Author(s):  
Alexander Winkler-Schwartz ◽  
Vincent Bissonnette ◽  
Nykan Mirchi ◽  
Nirros Ponnudurai ◽  
Recai Yilmaz ◽  
...  

2017 ◽  
Vol 2 (3) ◽  
pp. 232-244 ◽  
Author(s):  
Steffen Möller ◽  
Stuart W. Prescott ◽  
Lars Wirzenius ◽  
Petter Reinholdtsen ◽  
Brad Chapman ◽  
...  

2021 ◽  
Author(s):  
Marisa Tassone

Virtual reality can be used to tell stories in ways that humans have never before experienced. Why doesn’t the display of virtual reality content reflect it’s immersive nature? Could the development of a spatial design and entrance/exit protocols allow for people to have more enticing experiences with this evolving medium? This MRP explores the reasons that have held back growth for virtual reality narrative experiences and displays. Through research, by observation of public virtual reality spaces and interviews of the operators of virtual reality experience centres, I have explored various sets of best practices. I culled together the best practices from each resource to create a physical virtual reality cinema where I could test and refine my findings.


2021 ◽  
Author(s):  
Marisa Tassone

Virtual reality can be used to tell stories in ways that humans have never before experienced. Why doesn’t the display of virtual reality content reflect it’s immersive nature? Could the development of a spatial design and entrance/exit protocols allow for people to have more enticing experiences with this evolving medium? This MRP explores the reasons that have held back growth for virtual reality narrative experiences and displays. Through research, by observation of public virtual reality spaces and interviews of the operators of virtual reality experience centres, I have explored various sets of best practices. I culled together the best practices from each resource to create a physical virtual reality cinema where I could test and refine my findings.


10.2196/11973 ◽  
2019 ◽  
Vol 6 (1) ◽  
pp. e11973 ◽  
Author(s):  
Brandon Birckhead ◽  
Carine Khalil ◽  
Xiaoyu Liu ◽  
Samuel Conovitz ◽  
Albert Rizzo ◽  
...  

BackgroundTherapeutic virtual reality (VR) has emerged as an efficacious treatment modality for a wide range of health conditions. However, despite encouraging outcomes from early stage research, a consensus for the best way to develop and evaluate VR treatments within a scientific framework is needed.ObjectiveWe aimed to develop a methodological framework with input from an international working group in order to guide the design, implementation, analysis, interpretation, and communication of trials that develop and test VR treatments.MethodsA group of 21 international experts was recruited based on their contributions to the VR literature. The resulting Virtual Reality Clinical Outcomes Research Experts held iterative meetings to seek consensus on best practices for the development and testing of VR treatments.ResultsThe interactions were transcribed, and key themes were identified to develop a scientific framework in order to support best practices in methodology of clinical VR trials. Using the Food and Drug Administration Phase I-III pharmacotherapy model as guidance, a framework emerged to support three phases of VR clinical study designs—VR1, VR2, and VR3. VR1 studies focus on content development by working with patients and providers through the principles of human-centered design. VR2 trials conduct early testing with a focus on feasibility, acceptability, tolerability, and initial clinical efficacy. VR3 trials are randomized, controlled studies that evaluate efficacy against a control condition. Best practice recommendations for each trial were provided.ConclusionsPatients, providers, payers, and regulators should consider this best practice framework when assessing the validity of VR treatments.


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