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Immersive Virtuality (iV)

the art and science of building experiences where the user’s body is highly coupled with the 3D
by

David Nahon

on 12 January 2017

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Transcript of Immersive Virtuality (iV)

iV
the art and science of building experiences where the user’s body is highly coupled with the 3D
Business
Techno
UX
David Nahon - http://bit.ly/iVEvangelist

Director of Immersive Virtuality
3DEXPERIENCE Lab, Dassault Systèmes

Member of the AFRV Stearing Comittee
Presence
Devices
Usages
Scenography
Mixed Reality
Hype
present
Niche
Consumer
Business
past
future
Content
Designer
Software
Editor
Hardware
Vendor
Deep Story
Telling
Learning
Experience
HR & Team
Building
Design
Experience
Shopping
V-Commerce
Location Based
Entertainment
Exergaming
Rehabilitation
MADISK
Advergaming
Thank you !
http://bit.ly/iV-Prezi
http://3DExperienceLab.3ds.com
http://AF-RV.fr
http://3ds.com/never-blind-in-vr
http://3dexperiencelab.3ds.com/en/projects/ideation/immersive_virtual_ideas_sharing/
http://bit.ly/iVEvangelist
S’observe objectivement
Reflexes de protection contre projectiles
Déséquilibres (vertige)
Absence: les gens ne répondent plus
Confusion siège virtuel: chute
Oubli murs réels: choc
Sourire, expressions répétées (« c’est génial », « non ! », …)
S’obtient par
Immersion sensori-motrice et plausible (cf Mel Slatter)
Boucle fermée, faible latence, champ de vision large, stéréoscopie
Consistence
« Priming »
Stimulation du cavalier, dialogue avec le cheval
« Imaginaire »

http://virtualis-lab.com/
https://lejournal.cnrs.fr/videos/la-realite-virtuelle-contre-les-peurs-reelles
2016
#SerialFather, obsessed by #UX, Pioneer in #VR software industry - inventor of the first PC-based CAVE and first VR Game engine – Experience Designer, Creative Technologist, Business Minded Intrapreneur.
If the body is involved with the 3DEXPERIENCE, David is your guy to select the appropriate technology, define the scenography of the user in interaction and build on value, beyond the gimmick

*iV enhances the presence of the virtual world with technologies such as stereoscopy, view-dependent rendering, 3D sound, haptics feedback, holographic displays …
**The virtual world takes into account the presence of the user through any sensing technologies able to get the users’ body posture, gestures or actual shape
iV requires a fast, “low latency” closed loop between the user’s action and his perception
iV is the ultimate goal of Virtual Reality, and the goal of any Mixed Reality experiences that bridges the user’s body and the virtual world with this low latency sensorimotor loop
Augmented Reality, when actually running through a fast closed loop like with Microsoft Hololens, is therefore also part of iV
iV is the appropriate wording when referring to what happens to the user’s mind when using Virtual and Augmented Realities. It is actually when the low-level parts of our brain is involved
Mixed Reality (MR) is the good wording when speaking about the technologies that enable iV, with whatever part of Real and Virtual
iV has originally be coined by Dassault Systèmes to stress the value of what happens in the user’s brain and as a way to promote the companies activity in the area
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