Join Craig Barr for an in-depth discussion in this video Experience vs. viewing, part of Unreal: Virtual Reality for Architectural & Industrial Visualization.
- [Instructor] The major advantage to utilizing virtual reality for visualization is what it provides to the viewer, an immersive experience. With virtual reality, the viewer is in control. We can literally put a viewer into the director's chair, so to speak, so that they can enjoy or immerse themselves into an experience. And this is different than viewing something that is guided. For example, a still image or a video that's been edited and prepared and scripted. The difference here is that this is experience, and the experience can be different and unique to individual viewers as well.
And there are advantages and disadvantages to that. If it's something that we want to use for a marketing perspective, or be able to critique a design, the advantages and disadvantages for what VR can bring in can be in many different ways. You can have things like a guided tour, for example, where it actually brings people to the areas that you really want to showcase in a design, or a free range full on immersive experience that allows somebody to wander through and experience something in a way that may not be conducive to the way the design is supposed to be shown.
So some consideration should be looked at there for how that visualization project should be presented. And again, the difference there with this experience and this kind of ability of giving the viewer the control of the scene is very different than traditional ways of a still versus edited video. So there's just an overview of the virtual reality experience versus viewing traditional media.
- Considering VR as a presentation tool and a design tool
- Selecting your VR gear
- Migrating projects
- VR scene adjustment tips
- Real-world scale in VR
- Textures, details, and navigation in VR
- Dealing with motion and VR sickness