Augmented/Virtual Reality

Challenges to Consider While Designing Virtual Reality Experiences

Vivek Kumar

The continuous developments in emerging technologies pave the ways for businesses as well as customers to interact with each other in real-time. This progress also opens the path for companies to communicate and share their ideas to reach customers' expectations. In these approaches, virtual reality (VR) is one such technology that first entered in today's world through science fiction tales, television series, and movies.

Over the past few years, VR and AR technology have established a home in different industries, including media, marketing, education, healthcare, among others. Rapid innovation in this space has led to an unprecedented breakthrough by creating immersive experiences that enhance the world or sometimes take us to a different ecosphere entirely. But this pace of developments come with challenges when it comes to design VR experiences.

The Challenge of Designing VR Experience

There are various limitations with VR tech, including technical, physical and experiential challenges.

Visualization

There are several substantial consideration factors to display immersive visuals. The use of software and hardware ingredients portray a crucial part to accomplish 3D imageries for exploration. HMD (head-mounted display) is a technology that comes with numerous device specifications placed on the users' head for tracking and visualization purposes. But HMD devices produced extensive user complaints of motion sickness. This issue alone was enough to wreck early VR devices adoption among the consumers. It's an issue that modern headset manufacturers still grapple with.

Navigation

Moving through the VR digital environment is still an issue. To meet a high level of immersion during users' experience, VR navigation system's objective is to intimately meet natural and autonomy of movement similar to the real-world during the visit in built virtual environment (VE) places. Meeting the objective can be reliant on to the system design input and output of the application. Additionally, the system needs the basic of built 3D VE, controller device for users to input, tracking and visualization device before users can perform navigation within. However, there is still a distance of gaps for future improvement to obtain physical acceptance similarly to the touch screen navigation.

The Field of View

In the current VR marketplace, the field of view (FOV) is one of the biggest challenges. These devices have a FOV of up to 90 degrees, compared to the 190 degrees horizontal and 120 degrees vertical for normal human vision. So, for the companies to create immersive experiences as their devices aimed to, they must enable these devices to capture as much of the FOV as possible.

Currently, virtual reality is in the early stages of being a platform for demonstrating and putting users in a visual environment. If this technology is expected to be a future staple, there is ample work to be done around this and the overall user experience. There is likely a broad market base to support all variations of AR. While the evolution of the next-gen headsets come to the market, it will be interesting to see which devices make the biggest inroads with consumers.

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