'Injustice' trailer, edited by Yeongmin Won
Invited to Interactive Playground and Games for Change at Tribeca Film Festival 2016, and VR Village at Siggraph 2016
The Unity engine has far more available space for interface elements than the VR headset allows.
Because of the limited space available on the VR headset, I had to confirm all UI elements by wearing the headset every time I modified the UI.
1. Most users felt they had enough time to make choices.
2&3. They also figured out how to give back audio and visual feedback almost immediately -- no learning curve required.
4. And, interestingly enough, most users liked both the eye-tracking and voice recognition. So we decided to use both interactions for our final experience.
We have two types User Interface in our experience;
1. Gaze interaction UI that appears when users look at certain objects.
2. Voice recognition UI that shows dialog trees users can choose by saying.