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Presence

182 bytes added, 01:35, 3 April 2015
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===Requirements for Presence===
'''====Tracking==== *6 [[degrees of freedom]]: ability to track user''': 6DOF, 360 degrees, sub-millimeter, no jitter, comfortable tracking volumes head in rotational and translational movements.<ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref>
*360 degrees tracking: track user'''Latency''': <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref>s head independent of the direction the user is facing.
'''Low Persistence''': <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref>*sub-millimeter
'''*no jitter *comfortable tracking volume.<ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> ====Latency==== <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> ====Low Persistence==== <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> ====Resolution'''==== <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref> ====Optics==== <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref>
'''Optics''': <ref name="OC2014 Iribe">Oculus Connect 2014: Brendan Iribe Keynote</ref>
==Augmented Reality==
Presence is equally important to an immersive [[AR]] experience. To achieve Presence in [[Augmented Reality]], seamless integration of virtual content and physical environment is required. Like in VR, the virtual content has to align with user's expectations. One theory is that to have truly immersive AR, user cannot discern virtual objects from real objects.