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ZACHARY DEOCADIZ

VR Experiments

This is a dump of random experiments/explorations/thinking into VR:

Avatar Exploration (2018-present)

Tools: Unity

Attempting to learn Unity and tried to apply it to making different explorations into different ways of customizing avatars in VR.



FuckVR (2016)

FuckVR opening screen

My role: ideation, providing 2D assets, branding, shared project

Done with Nate, Atty, and Cecelia. Nate coded everything in three.js. Watch it here

What are current design trends that we could see being adopted into virtual reality? What kinds of experiences would these trends create?

Virtual reality as it exists now is in the stone ages in terms of interaction design. Because it's so new, designers haven't really figured out the most optimum way of designing them. Even more importantly, since the general public do not have access to tools that may quickly and easily make a virtual reality experience, we don't yet have insight into how the medium might transform when it becomes ubiquitous—similar to how people could never have predicted internet culture when the internet was first created.

To get at this, we looked at common UX patterns or research methods that we see in screen-based interfaces. We then tried to translate these into a VR environment:

Intrusive advertisements. To close it, look at the cross.
In the field of UX, there has been a trend of tracking eye movements—they tell you when a person is paying attention to a certain part of the design, often signaling your user’s intent and concentration. Why not create an object that requires you to physically look at the interactive aspect in order to manipulate it?

The future of social media newsfeeds?
What does the neverending stream of statuses look like in virtual reality? Now that you aren't restricted by a screen, you can have more space to view all of these status updates.

Putting things in space, just because you can
With virtual reality, we no longer are restricted by the edges of the screen. Why not play with space and have multiple screens for media that work best on a tabular surface?

"Natural" or "intuitive" gestures
We also looked at common body language. Something that we learn from a very young age is that nodding your head means ‘yes’, while shaking your head from side to side means ‘no’. Why can’t we take advantage of this common movement and make it an intuitive command for virtual reality?

Content right where you want it—right where you're looking
Technology is often marked by the impractical and the humor-inducing interactions. The prevalence of companies like giphy serving to advance the lexicon of the internet by making gifs easier to search lead us to question the role of virtual reality in the creation of a new kind online culture. How could this physically surround the user?

Visually disorienting—a little like weird viral sites
With the prevalance of viral sites like Staggering Beauty, what kind of weird adventures could you have in VR?

A-Frame Experiments (2017)

Screen recording of the experiment. There are floating windows surrounding two overlapping rotating bodies and 3D heads are flying everywhere

Tools: A-Frame

My first VR scene for the Cardboard using A-Frame. I explored doing the following things in the browser:

The content was pieced together from pre-made 3D forms and footage I already had, but I played with texture, overlapping shapes, and movement in order to create a cohesive scene. I played with: