WEBVTT

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There's a couple of key factors
that I want you to bear in

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mind with our spacial UI design.

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One of them

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is related to exploration
with head rotation.

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So how much head rotation
should you offer?

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And you know, it might help with you
just rotating your own head

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and imagining a hologram here
or there and actually doing that

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and see how much you can get away with.

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Have a few other people do it as well.

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So head rotation, I think maybe in adults
is going to be probably harder to do.

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But this relates to field of view
or FOV, something in air

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and VR that from a UX perspective
we need to know about it.

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It's where you ideally place the content.

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Now the amateur mistake is to place
content everywhere and get the head

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rotating involved and down here and up
here and to the point where someone's

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dizzy or nauseous or about to fall over
from excitement maybe.

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What studies have shown
is that our ideal content area is in

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that 40 degree range of field of view,

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and it means that you don't have to worry
as much about a 360 experience

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unless you're deliberately trying to,
you know, hide something or place

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something in a place

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where that creates excitement
and mystery or suspense or curiosity city.

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But generally, when someone's interacting
with an air hologram

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or in a visualization,
they're doing it in this range

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in front of them, almost almost the way
you would closely talk to a colleague.

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If you're at a conference
and you'll be in the space in front

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and the head rotation
actually is recommended

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a 30 degrees field of view
in terms of the motion, which is about

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this, it's about a comfortable range
right here of looking.

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And so it's it's
not this or this or this, this.

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It's lighter.

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It's a lot more comfortable than that.

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And I think knowing that

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that's your where your focal point
and then you can start to narrow

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what you can do with your hologram
and the space you have as well.

