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Interaction Design in VR: The Rules Have Changed (Again)
The first generation of full presence virtual reality systems available to consumers will provide two handed 6 degree of freedom input systems designed specifically for VR. These devices demand nontraditional approaches to human-computer interaction by extension, gameplay experiences. This talk will cover interaction design topics explored by the VR team at Valve, as well as some explored by 3rd party developers using the HTC Vive developer Edition. In particular, it will focus on the idiosyncrasies of motion control and areas where traditional rules of interaction significantly change or no longer apply.
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