Tags: virtual-reality*

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  1. This article follows UX 101 for Virtual and Mixed Reality — Part 1: Physicality

    Designers working with virtual reality have to create experiences that work in a 3D environment. That environment can be entirely simulated (Virtual Reality) or overlaid onto our real one (Mixed Reality). As humans we navigate 3D environments constantly, and our senses allow us to do so expertly. Many aspects of VR rely on these same senses.
    https://uxplanet.org/ux-101-for-virtual-and-mixed-reality-part-2-working-with-the-senses-c39fbd502494/
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  2. The blend between our virtual existence and the physical world has become a normal part of our lives. We are living life through a screen already, so the jump into virtual reality (VR) is not as large a leap as one would expect.
    https://exchange.telstra.com.au/virtual-reality-the-future-of-content/
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  3. Virtual reality has skyrocketed in popularity in just a few short years. Ten years ago, VR tech simply wasn’t there, and if it was, the hardware was prohibitively expensive.

    Now, your smartphone can act as a VR headset. With Google Cardboard, a smartphone with VR capabilities, and a 3D printer, you can gain access to VR tech for almost no cost whatsoever.
    https://betanews.com/2018/06/04/vr-is-changing-user-experience-design/
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