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Created page with "{{Talk Infobox |image= |Event=Oculus Connect 2 |Type=Game & App Design |Speaker=John Thorp |Location=Loews Hollywood Hotel, Hollywood, CA, U.S. |Date=September 9,..."
{{Talk Infobox
|image=
|Event=[[Oculus Connect 2]]
|Type=[[Game & App Design]]
|Speaker=[[John Thorp]]
|Location=Loews Hollywood Hotel, Hollywood, CA, U.S.
|Date=September 9, 2015
|Time=3:00PM PST
|Duration=25 minutes
|Attendants=
|Website=
}}
[[Perception in Low Light VR Environments]] is a [[Game & App Design]] [[talk]] by [[John Thorp]] ([[Horn & IVRY]]) during the [[Oculus Connect 2]] on September 9, 2015.
==Description==
Low light environments provide challenges for VR presentation. The brain relies on the eye’s rods and cones differently than in higher light situations. Designing realistic immersive virtual reality environments will utilize non-foveal area of the eye, as well as sound queues and memory. This talk will review these issues and discuss how they have been addressed in two Oculus Share apps.
==Transcript==
==Additional Information==
[[Category:Talks]]
|image=
|Event=[[Oculus Connect 2]]
|Type=[[Game & App Design]]
|Speaker=[[John Thorp]]
|Location=Loews Hollywood Hotel, Hollywood, CA, U.S.
|Date=September 9, 2015
|Time=3:00PM PST
|Duration=25 minutes
|Attendants=
|Website=
}}
[[Perception in Low Light VR Environments]] is a [[Game & App Design]] [[talk]] by [[John Thorp]] ([[Horn & IVRY]]) during the [[Oculus Connect 2]] on September 9, 2015.
==Description==
Low light environments provide challenges for VR presentation. The brain relies on the eye’s rods and cones differently than in higher light situations. Designing realistic immersive virtual reality environments will utilize non-foveal area of the eye, as well as sound queues and memory. This talk will review these issues and discuss how they have been addressed in two Oculus Share apps.
==Transcript==
==Additional Information==
[[Category:Talks]]