Published on December 1, 2016 by Unity
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This talk introduces newer developers to design needs for User Experience on VR and mobile, but also gives general tips for dealing with any new unexplored hardware. User Experience and User Interface are key to using new hardware effectively.

MJ Johns – Astire Games

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8 Comments on "Unite 2016 – Creating Immersive Interfaces and Interactions for VR and Mobile"

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Raz Black
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Raz Black
8 months 25 days ago

@35:20 that won't cause eye strain… it's actually good to move your eyeballs around in the sockets. eye strain in this case would be from staring at the screen for too long with it plastered to your eyeballs.

Listen Carefully
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Listen Carefully
8 months 28 days ago

20 minutes into the talk, she enlightens us about pitching and stretching on touchscreen. May be it could've just been a 30 minute talk?

ZoidbergForPresident
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ZoidbergForPresident
8 months 17 days ago

It's a beginner talk?

Brandon Klopp
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Brandon Klopp
10 months 3 days ago

Man, that game at 5:20 looks like it's struggling to run.

Anto Charles
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Anto Charles
10 months 10 days ago

Couldn't she have used a canvas and set it to world space?

daniel olmos
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daniel olmos
9 months 27 days ago

yeah thats what i would've done, im not sure what the benefits of 3D Text are. and to be honest, i didnt know they existed until now haha.

Satwant Singh
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Satwant Singh
10 months 13 days ago

I found this really useful, I'll have to redesign alot of my UI, but I can see why. Thanks for sharing!

Jason Paden
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Jason Paden
10 months 14 days ago

To her point regarding "Augmented Reality" as compared to "Alternate Reality", I agree that Pokemon Go at its core is an alternate reality game, however the act of catching Pokemon also utilizes augmented reality (assuming you have it turned on). So it really depends which aspect of the game people are referring to when they describe Pokemon Go with either definition of AR.

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