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Some problems with keyboard and mouse style virtual

Some problems with keyboard and mouse style virtual content on PC
There are still some problems in the actual application process of virtual reality (simulation) content:
1) Interface UI issues
In an era of extremely rich visuals, users have become accustomed to a variety of content with beautiful visual experiences.
With a good visual UI and a design style that fits the theme, users can perceive the friendliness of the product at HE Tuber first glance - although it is only an evaluation brought about by the experience at the visual perception level, that is, the "primacy effect" in psychology "——Through "first impression", the first input information has an impact on the subsequent cognition of the object.
“The interface is too ugly and affects my mood”
“The button is so small that I can’t click it even after 5 minutes. The button is so big, it feels like the style from 10 years ago.”
"Everyone in red or green has doubts about life."
"The pop-up windows have covered the test bench, and you can't see any reaction?"
“The loading page is really unflattering”
2) Scene model problem

Virtual reality simulation training content is inseparable from setting up scenes and building models. The scale and size of scenes and models are indeed affected by rendering and other aspects. There is no way to do this for the time being, but carefully laid out scenes and carefully processed models have the greatest impact on the experience. It's important.
The construction of " scenes " depends on the characteristics of the subject, such as laboratories, factories, outdoor geographical environments, battlefields under fire, space, or inside cells, etc. If possible, try to design the scene and the objects in the scene around the theme. Make the textures and textures more detailed. Make necessary optimizations while enriching the details to the greatest extent. Balance the conflict between the visual experience and loading and rendering. .
" Model " refers to the models of all "surface objects", "characters", etc. on the scene. "Geographical objects" generally refers to everything that needs to be laid out around the theme, such as experimental instruments, bridges, buildings, etc. The character model, as an avatar (agent, avatar) or NPC, replaces a real person in the virtual environment, or as an interactive NPC (or even a "guide"). The quality of its image and body behavior also directly affects the user's experience. Experience.
Fortunately, there is now a platform specifically optimized for models in China - the Laozi Cloud Platform - which focuses on 3D model optimization and format conversion to create lightweight and highly realistic scene models.
"These character models are like zombies. Are we learning skills from zombies?"
"Look, the way he walks...oh...it makes me laugh to death."
"Is it the sequelae of cerebral infarction? My hands and feet are so unlucky?"
"Sing~ Where is the newspaper? Where is the newspaper? The newspaper is in that corner... I have been looking for it for a long time."
Just imagine, in a training and learning experience process, attention is focused on these aspects, which indeed brings a lot of "fun", but the energy may be diverted by the "fun" and unable to focus on the content.

3) Interactive feedback issues

The system is inseparable from the user's interaction with its content and "interacts" with the user through feedback.
In virtual reality simulation content, in addition to UI interaction and feedback, it is more about the interaction between users and scene objects (equipment, characters, facilities, tools, etc.).
Friendly interaction and feedback determine the quality of the product.
"I..., I clicked this button for 30 minutes and it didn't respond."
"The interface prompts you to observe. Observe? Observe? Observe what? Why is there no response?"
"Why does this zombie keep talking repeatedly? What's the next step? The next step...".
"Where is the close button? After 3 minutes..."..close at this x below" is so obvious!
"That faucet can't be turned off after it's turned on. It almost breaks the mouse."
"The caregiver overlapped with the medicine box and couldn't reach the box."
"When the time came, there was still no response. I...actually died because of this."
"I have experienced snowy mountains and treated the wounded...Does the stretcher have a grudge against the wounded? Why can't I go up? You should save me first."
"One time I went back to the workbench to pick up something. I told the master that I couldn't move it. The master said to see if it was stuck on the chair under my feet."
Obviously, these are more bug-level problems and can be avoided. Any product that has interaction must have feedback, but it is necessary to explore what kind of interaction and feedback will be better.

4) Process design issues

As mentioned in my previous article, an XR project needs to consider aspects such as scene space (environment), elements, situations, focus, interaction, feedback, immersion and comfort.
It is crucial to design a series of scenarios around the theme (including level design, functional module design, rhythm design, event design, operation process design, etc.).
For experimental simulation projects, just design according to the operating process.
However, for virtual reality simulation content with storylines such as party building and history, the scenario and process design need to be worked hard.
"It took me 4 hours to learn something that can normally be done in one hour."
"You can't go back, you can only do it again. It took nearly an hour to go through the process again and again..."
"I forgot how to operate it, and I don't dare to go back for fear of doing it in vain."
"No staging functionality...".
"After finishing the previous steps and learning them, I have to start them again every time, either because I am afraid that I will forget or because I think I have enough time."
5) Experience issues

All of the above can affect the experience.
It is discussed separately here because its importance to XR virtual reality products exceeds that of previous two-dimensional software systems. XR virtual reality products take the "people-oriented" interactive experience to a new level.
"User flow", "user habits" and "user feeling (dizziness)" are issues that have to be faced head-on. Among them, caring about "user flow" is an aspect that is often considered in script design such as game plot design and film and television story rhythm design. These will be highlighted below.
"It's not interesting. If you don't play anymore, you still have to do it if you can't play. Where are the assessment points?"
“There is nothing to see, the story is mediocre”
"Confused, who am I and where have I been?"
“The NPC’s speech sounds like it’s from a script, and the machine dubbing is so boring.”
6) Other questions

Whether it is game design, XR virtual reality (simulation) or game content design, there are many aspects that need to be considered. Regarding the reward and punishment mechanism and statistical mechanism in the game, the "test and evaluation" function also exists in the simulation training content.
There are currently no unified standards for how to "evaluate" (evaluation mechanism), what aspects of evaluation (evaluation content), etc., and qualitative and quantitative evaluation mechanisms coexist.
Whether it is operation procedures, quantitative scoring of exercise responses, or artificial qualitative evaluation, it is a difficult thing to concretely and standardize. You can just make a decision based on the actual situation.
From experience, regardless of whether it is qualitative or quantitative, the principle of "balance" should be followed - it can be evaluated, but the evaluation mechanism cannot be set contrary to the facts. Evaluation still needs to be continuously explored.
Using computer algorithms combined with good evaluation mechanisms (models) to automate intelligent evaluation is obviously not suitable for the characteristics of virtual simulation projects at this stage. "Combine virtuality and reality, use reality as the mainstay, and virtuality as a supplement."
Some problems with keyboard and mouse style virtual
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Some problems with keyboard and mouse style virtual

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