
English: 
JON WILEY: Hello.
Welcome to "Designing
for Virtual Reality."
My name's John Wiley.
I'm the principal designer
for Google Cardboard
and Virtual Reality at Google.
Everybody enjoying
their Cardboards?
Hopefully most of you got some?
I think we ran out, so
they were pretty popular.
Awesome.
Also, I recommend, if
you haven't already,
after this, go up and
check out our demo booth.
The jump videos there
are exceptional.
Yesterday, we
actually had the guy
who drove the
actual Rover on Mars
was giving the expedition
on Cardboard for the Mars
expedition, so that was
actually really exciting.
Cool.
Well, welcome.
Thanks for coming today.
Today, we're going to talk
a little bit about what
our team has learned
in the short time
that we've been
working on Cardboard.
So we released Cardboard
about a year ago,
and the momentum
has been tremendous.

Chinese: 
大家好
JON WILEY: Hello.
欢迎来到虚拟现实设计课堂
Welcome to &quot;Designing for Virtual Reality.&quot;
我是John Wiley
My name's John Wiley.
我是Google Cardboard和虚拟现实
I'm the principal designer for Google Cardboard
的首席设计师
and Virtual Reality at Google.
对于Cardboard  大家都玩得开心吗
Everybody enjoying their Cardboards?
希望你们都有了
Hopefully most of you got some?
我们已经没货了  它实在是太火
I think we ran out, so they were pretty popular.
太棒了
Awesome.
要是你们还没有  我建议结束后
Also, I recommend, if you haven't already,
去我们的展位看看
after this, go up and check out our demo booth.
那儿的JUMP的视频很精彩
The jump videos there are exceptional.
昨天  我们真的找到了
Yesterday, we actually had the guy
漫游者号火星车
who drove the actual Rover on Mars
可以在Cardboard上探索火星
was giving the expedition on Cardboard for the Mars
真的非常棒
expedition, so that was actually really exciting.
太酷了
Cool.
欢迎
Well, welcome.
感谢今天来到这
Thanks for coming today.
今天我们要来谈谈有关于
Today, we're going to talk a little bit about what
我们团队在开发Cardboard工作中
our team has learned in the short time
所学到的东西
that we've been working on Cardboard.
一年前我们发布了Cardboard
So we released Cardboard about a year ago,
影响相当巨大
and the momentum has been tremendous.

English: 
It actually really surprised us.
It went from being this 20%
thing that was like, oh, that's
kind of cool, to just having
a lot of excitement around it,
a lot of apps being built,
and a lot of Cardboard devices
out in the world, and
just tremendous growth,
and that's really
exciting to see.
Last year, I was at I/O here
to present material design.
And one of the things
that attracted me
to Cardboard and to VR, if
you think about material
design, its origins
are in the fact
that you're physically
interacting with software.
So the way in which
you respond to it,
you're touching
a physical device
and you're actually
touching the software,
and in that, you kind want
to have the software have
some authenticity, right?
It's going to be
responsive and it's
going to have some physics,
and motion is a first priority
citizen there.
You want to be true
to that interaction.

Chinese: 
这真是我们意想不到的
It actually really surprised us.
它能从半成品变成现在的样子  变得这么酷
It went from being this 20% thing that was like, oh, that's
并且围绕它出现了很多令人兴奋的东西
kind of cool, to just having a lot of excitement around it,
出现了许许多多的APP  很多的Cardboard设备
a lot of apps being built, and a lot of Cardboard devices
并且增长势头迅猛
out in the world, and just tremendous growth,
看到这些真的很高兴
and that's really exciting to see.
去年  我在IO大会上介绍了Material Design
Last year, I was at I/O here to present material design.
它有一点是真正让我热衷于研发Cardboard和VR
And one of the things that attracted me
如果我们大家好好考虑一下Material Design
to Cardboard and to VR, if you think about material
Material Design的起源实际上是
design, its origins are in the fact
你切身的与软件进行交互
that you're physically interacting with software.
所以你和它互动的方式
So the way in which you respond to it,
你触摸实际的设备
you're touching a physical device
你就是在触摸软件
and you're actually touching the software,
这样你会想让软件变得更加真实
and in that, you kind want to have the software have
对不对
some authenticity, right?
它会是响应式的
It's going to be responsive and it's
更加真实的  你的动作是第一优先
going to have some physics, and motion is a first priority
考虑的
citizen there.
你希望能够真实地互动
You want to be true to that interaction.

English: 
And the cool thing about that
is that every single time
that computing gets closer to
the way in which we naturally
interact with the world,
that's where the magic happens.
Well, virtual
reality is 10x that.
It's really tapping
directly into the way
we perceive and see the world.
If you can get one
of these demos,
and again, those jump videos,
you have to see them in VR.
That's really
where the magic is.
Near things are near,
far things are far,
and it's really tapping
into that authenticity
of the physical space.
And we really feel like
in terms of creating
delightful experiences, that's
really where the magic is.
When computing gets
closer to the way
that humans naturally
interact with the world,
that's where great
things can happen.
But the inverse is also true.
We raised the stakes in terms
of people's expectations.
We expect reality to not drop
frames, and virtual reality,
if we really want
it to be immersive
and have a great
experience, we want
to make sure that we're
doing the right thing

Chinese: 
非常棒的是软件正在向我们靠近
And the cool thing about that is that every single time
我们能够自然地交互
that computing gets closer to the way in which we naturally
这是十分神奇的
interact with the world, that's where the magic happens.
虚拟现实会远远比上面说的更精彩
Well, virtual reality is 10x that.
它真的是按我们所感所看的方式
It's really tapping directly into the way
进行直接的交互
we perceive and see the world.
如果你拿到了一个样品
If you can get one of these demos,
再说一次  JUMP视频会让你领略到VR的魅力
and again, those jump videos, you have to see them in VR.
真的是太神奇了
That's really where the magic is.
你能看到近大远小
Near things are near, far things are far,
就像是真的进入到了一个真实的
and it's really tapping into that authenticity
物理世界
of the physical space.
我们感觉真的是在
And we really feel like in terms of creating
创造一个令人愉悦的世界  这是一个神奇的世界
delightful experiences, that's really where the magic is.
当软件变得越来越接近
When computing gets closer to the way
人类与世界自然地交互时
that humans naturally interact with the world,
更加好的东西就会出现
that's where great things can happen.
但是负面依然存在
But the inverse is also true.
我们在人们的期望里提高了筹码
We raised the stakes in terms of people's expectations.
我们希望虚拟现实不会掉帧
We expect reality to not drop frames, and virtual reality,
如果我们真的想身临其境
if we really want it to be immersive
得到良好的体验
and have a great experience, we want
我们想要确定我们做的是正确的
to make sure that we're doing the right thing

English: 
and we're feeding into
people's expectations
about turning around and seeing
things and how that works.
And so it's easy
to fall into a pit
where actually, you can
create a bad experience,
just as much as it
is possible to create
an amazing experience.
And we've been thinking
about that a lot
since we started
working on Cardboard,
and we're actually really
excited about the momentum
across the entire industry
and lots of conversation
about how to design
great experiences.
And today, we're going to
share what excites us about VR,
and we're also
going to share what
we've learned in the short time
that we've been working on it,
and we hope to continue
this conversation
beyond these walls.
So with that, please
welcome Erica.
[APPLAUSE]
ERICA MORSE: Hi.
My name's Erica.
I'm a designer on
the Cardboard team,
and today I'm going
to be talking to you
about why virtual reality.
With virtual reality,
you give people
one of the most popular
superpowers, teleportation.

Chinese: 
并且能够达到人们的预期
and we're feeding into people's expectations
大家可以任意的转头来看周围的世界
about turning around and seeing things and how that works.
所以真的很容易落入陷阱
And so it's easy to fall into a pit
你创造一个坏的体验
where actually, you can create a bad experience,
和你创造一个美好的体验
just as much as it is possible to create
都是可能的
an amazing experience.
从我们开始着手于Cardboard的工作
And we've been thinking about that a lot
我们已经思考了很多
since we started working on Cardboard,
我们真的是十分惊喜
and we're actually really excited about the momentum
整个行业的势头  有很多关于
across the entire industry and lots of conversation
如何设计出美好的体验交流
about how to design great experiences.
今天  我们来分享一下VR中让我们心动的地方
And today, we're going to share what excites us about VR,
我们还会分享
and we're also going to share what
在工作中学习到的经验
we've learned in the short time that we've been working on it,
我们希望会后仍能够
and we hope to continue this conversation
继续交流
beyond these walls.
所以  有请Erica
So with that, please welcome Erica.
[APPLAUSE]
大家好
ERICA MORSE: Hi.
我是Erica
My name's Erica.
我是Cardboard团队的设计师
I'm a designer on the Cardboard team,
今天我来跟大家交流
and today I'm going to be talking to you
为什么要有虚拟现实
about why virtual reality.
有了虚拟现实  你就给了人们
With virtual reality, you give people
一项巨大的超能力  隐形传输
one of the most popular superpowers, teleportation.

English: 
Imagine your third
grade self learning
about the Mayan civilization
for the first time,
but instead of
looking at a textbook,
you're standing at the
base of Chichen Itza.
This is actually imagery
from the expeditions
that we announced at
yesterday's keynote.
Soon, teachers will actually
be able to take their students
on virtual tours
around these ruins.
Think about how much more
fun school is going to be.
VR also allows for more
engaging journalism.
Instead of reading about the
earthquake in Nepal, what
if you could go
there and see what
it's like firsthand
on the ground?
Think about the empathy
and sense of civic duty
this could inspire.
And finally, how
about the art world?
Installations that play
with space, light, and color
can only be fully appreciated
in person, or now,
in virtual reality.
So you can transport your users.
You can also give
them experiences
that are physically
impossible in the real world.

Chinese: 
想象一下你在三年级
Imagine your third grade self learning
第一次学习玛雅文明的时候
about the Mayan civilization for the first time,
不是通过读书
but instead of looking at a textbook,
而是你就站在奇琴伊察遗址前
you're standing at the base of Chichen Itza.
这其实是考察得到的图像
This is actually imagery from the expeditions
昨天主题演讲上我们已经公布了
that we announced at yesterday's keynote.
很快  老师们就能真的带着学生们
Soon, teachers will actually be able to take their students
进行一场虚拟的旅行
on virtual tours around these ruins.
想想学校将会变得多么有趣
Think about how much more fun school is going to be.
VR同样配合了新闻
VR also allows for more engaging journalism.
不是看到尼泊尔地震的报道
Instead of reading about the earthquake in Nepal, what
而是你直接到那里
if you could go there and see what
亲眼看到第一手讯息
it's like firsthand on the ground?
想象一下这将激发起多大的同情心
Think about the empathy and sense of civic duty
和公民的责任感
this could inspire.
最后  想想艺术
And finally, how about the art world?
与空间 灯光 颜色相关的装置
Installations that play with space, light, and color
有时在虚拟现实中  或者就现在来说
can only be fully appreciated in person, or now,
只能被人们好好欣赏 
in virtual reality.
所以你可以传送给你的用户
So you can transport your users.
你同样也可以给他们
You can also give them experiences
现实世界里不可能有的体验
that are physically impossible in the real world.

Chinese: 
比如说飞  另一个大家都想要的超能力
How about flying, another popular superpower?
Cardboard应用里有一个Caaaaardboard的APP
In a Cardboard app called Caaaaardboard!--
它有5个字母A和一个感叹号
it has five A's and one exclamation point--
玩家可以从高楼上跳下
players get to dive off of buildings,
感受不断坠落的感觉
and that feeling of falling continuously is an experience
这在现实世界里是不容易体验的
you can't easily get in real life.
所以有不少很好的VR的例子
So those are a few of the many compelling use cases for VR.
你们想要做什么呢
What are you going to make?
我觉得你们中的一些人会有
I imagine that some of you have ideas
完全生活在VR里的APP的点子
for apps that will live entirely in VR,
但我猜很多人
but I'm guessing that a large number of you
已经有了2D的APP
have existing 2D apps that you're
并且想把它应用到VR上
thinking about adapting to VR.
对那些人我想说
And to those folks, my tip to you
从小处做起  关注介绍VR的内容
is to start small and focus on introducing
对你的APP来说会有巨大改变
VR content that for your app is a game changer.
为了让你们深入地了解我所讲的
To give you a better idea of what I'm talking about,
假设我已经有了一个假想的房地产的APP
let's imagine I have a hypothetical real estate app.
我们用地图来看用位置过滤的结果
We have a Map view that allows you to filter by location.
我们有价格  面积等信息的
We have individual listings with information
个人房源
about price and size.
我们甚至集成了Google Maps
We even integrate with Google Maps,

English: 
How about flying, another
popular superpower?
In a Cardboard app
called Caaaaardboard!--
it has five A's and
one exclamation point--
players get to dive
off of buildings,
and that feeling of falling
continuously is an experience
you can't easily
get in real life.
So those are a few of the many
compelling use cases for VR.
What are you going to make?
I imagine that some
of you have ideas
for apps that will
live entirely in VR,
but I'm guessing that
a large number of you
have existing 2D
apps that you're
thinking about adapting to VR.
And to those folks,
my tip to you
is to start small and
focus on introducing
VR content that for your
app is a game changer.
To give you a better idea
of what I'm talking about,
let's imagine I have a
hypothetical real estate app.
We have a Map view that allows
you to filter by location.
We have individual
listings with information
about price and size.
We even integrate
with Google Maps,

English: 
allowing you to easily get
locations to each house.
All of these tools are
working really well in 2D.
But one part of the app
that would work much better
in virtual reality
is the photo gallery
because compared to
a series of photos,
touring in the home in VR will
give you a much better sense
of scale and layout.
Also, think how
much time you could
save if you didn't have to
physically visit every house
that you're interested in.
Ask yourself if there's
any part of your app
that is practically
begging to be displayed
in virtual reality, and if you
do decide to incorporate VR
into your app, here are some
best practice guidelines.
If you're using an icon to
represent Cardboard mode,
we suggest using the
silhouetted white icon
on the left instead of the
colored icon on the right.
The silhouetted icon
is simpler and it's
in keeping with the
Material Style Guide.
If instead you're using a
text button entry point,
say, something like View
in Cardboard or View
in Virtual Reality,
using the word
"cardboard" will
remind people what

Chinese: 
可以让你简单地得到房子的位置
allowing you to easily get locations to each house.
这些所有的工具都是在2D下工作
All of these tools are working really well in 2D.
但是APP里的一部分  相册  要是工作在
But one part of the app that would work much better
虚拟现实环境下就更好了
in virtual reality is the photo gallery
相较于一系列的相片
because compared to a series of photos,
在VR里浏览这个家会给你更好的
touring in the home in VR will give you a much better sense
空间和布局的感受
of scale and layout.
同样  想想如果你不必实际地去看
Also, think how much time you could
你感兴趣的房子
save if you didn't have to physically visit every house
你会节约多少时间
that you're interested in.
问问自己  你的APP
Ask yourself if there's any part of your app
是不是有一部分迫切要
that is practically begging to be displayed
以虚拟现实来展示  如果你决定在APP里引入VR
in virtual reality, and if you do decide to incorporate VR
这有些最佳实践指南
into your app, here are some best practice guidelines.
如果你要用一个图标来表示Cardboard模式
If you're using an icon to represent Cardboard mode,
我们建议使用如左图的白色剪影图标
we suggest using the silhouetted white icon
而不是右图里的彩色图标
on the left instead of the colored icon on the right.
剪影图标很简洁
The silhouetted icon is simpler and it's
并且也保持了Material Design的风格
in keeping with the Material Style Guide.
如果你是用按钮来作入口
If instead you're using a text button entry point,
上面写着View in Cardboard
say, something like View in Cardboard or View
或者是View in Virtual Reality
in Virtual Reality, using the word
使用cardboard这个词会告诉人们
&quot;cardboard&quot; will remind people what

Chinese: 
要去拿什么东西
they should be reaching for.
最后  很多用户还没有Cardboard
And finally, many of your users won't have Cardboard, at least
针对这些用户
yet, and for these users, you might
你应该想的长远一些
consider hiding the future entirely
如果你想改进程序
or, if you want to promote it, direct them
就直接引导他们去Google Cardboard的网站
to the Google Cardboard site where
他们能从那知道什么是Cardboard
they can learn what Cardboard is and potentially get
并且得到自己的Cardboard
a Cardboard of their own.
把VR引入到2D的APP里的概念还是很新的
This concept of introducing VR into 2D apps is still new,
但是已经有很多APP在这样做
but there are already a number of apps that are doing it.
左边是Monzo
On the left, there's Monzo, which
这个APP可以让你创建汽车  飞机  甚至投石器的数字模型
is an app that allows you to create digital models of cars,
并且他们添加了
planes, even catapults, and they added the ability
在虚拟现实里查看你的最终模型的功能
to view your final creations in virtual reality.
右边的是Seene
And on the right is Seene, which is
这个APP可以让你创建和查看3D的照片
an app that allows you to create and view 3D photos,
同样也有Cardboard的模式
and they also added a Cardboard mode.
并且最近  就在昨天的keynote上
And most recently, at the keynote
我们宣布YouTube也会支持Cardboard模式
yesterday, we announced that YouTube will support
观看360度的视频
Cardboard mode for 360 videos.
一年的时间里  超过一百万人拥有了Cardboard
In a year's time, over a million people have gotten Cardboard,

English: 
they should be reaching for.
And finally, many of your users
won't have Cardboard, at least
yet, and for these
users, you might
consider hiding
the future entirely
or, if you want to
promote it, direct them
to the Google
Cardboard site where
they can learn what Cardboard
is and potentially get
a Cardboard of their own.
This concept of introducing
VR into 2D apps is still new,
but there are already a number
of apps that are doing it.
On the left,
there's Monzo, which
is an app that allows you to
create digital models of cars,
planes, even catapults,
and they added the ability
to view your final creations
in virtual reality.
And on the right
is Seene, which is
an app that allows you to
create and view 3D photos,
and they also added
a Cardboard mode.
And most recently,
at the keynote
yesterday, we announced
that YouTube will support
Cardboard mode for 360 videos.
In a year's time, over a million
people have gotten Cardboard,

Chinese: 
这个数字还在增长
and that number is getting larger and larger, which
也就意味着你的APP的受众
means you have a growing audience for the apps
也在变得越来越多
that you will dream up.
而当你开始创建VR的应用时
And as you start building these VR experiences,
你不断的测试是十分重要的
it's important for you to constantly test them out.
我们来欢迎Manuel  他会告诉你
I'd like to welcome Manuel, who will tell you more
很多创建VR的经验
about building VR experiences.
[APPLAUSE]
谢谢  Erica
MANUEL CLEMENT: Thanks, Erica.
好的
OK.
让我们聊聊关于创建你的应用程序的话题
Let's talk about crafting your own applications.
那么有多少人开发过应用
How many of you make stuff?
我只想确认我来对了会议
I just want to make sure I'm at the right conference.
当你创建VR应用
So when you build applications in VR,
尽早地并且尽量频繁地进行测试
it's very important that you try them as early and as
是很重要的
often as possible.
把东西都扔到一起
It's kind of a temptation to just throw things
在你的电脑屏幕上看起来很棒  这确实
together and say it looks really nice looking at your computer
很诱人
monitor.
所以我们想的是设计过程
So something we think about is the design process here,
我们才刚刚起步
and we're just getting started.

English: 
and that number is getting
larger and larger, which
means you have a growing
audience for the apps
that you will dream up.
And as you start building
these VR experiences,
it's important for you to
constantly test them out.
I'd like to welcome Manuel,
who will tell you more
about building VR experiences.
[APPLAUSE]
MANUEL CLEMENT: Thanks, Erica.
OK.
Let's talk about crafting
your own applications.
How many of you make stuff?
I just want to make sure
I'm at the right conference.
So when you build
applications in VR,
it's very important that
you try them as early and as
often as possible.
It's kind of a temptation
to just throw things
together and say it looks really
nice looking at your computer
monitor.
So something we think about
is the design process here,
and we're just getting started.

English: 
We want to share some ideas with
you, some things we explored.
Just remember to put it in
Cardboard, put it on eyes.
As you place objects, say, wow,
this is too close, too far.
We'll talk about it in a minute.
So the goal here is to have
genuine empathy for your users.
How do they feel?
How does it really feel?
So although this is about
prototyping and building stuff,
we're building stuff for humans.
Let's talk about humans.
First, I'd like to
talk about convergence.
Convergence is the
inward movement
your eyes make toward
each other when
you're trying to keep sharpness
in objects you're looking at.
You might say it's focus.
So a little experiment.
Put your finger in front of you.
Look at it.
It's sharp.
And then you look at me or
at the stage, unsharp finger.
You see two fingers.
Next one.
Is this comfortable?
What do you think?

Chinese: 
我们想与你们分享我们探讨的想法
We want to share some ideas with you, some things we explored.
记住拿起Cardboard  放到眼前
Just remember to put it in Cardboard, put it on eyes.
当你放一个物体  哇  好近  好远
As you place objects, say, wow, this is too close, too far.
我们过会儿再谈
We'll talk about it in a minute.
所以现在的目标是对你的用户有真正的同情
So the goal here is to have genuine empathy for your users.
他们觉得怎么样
How do they feel?
实际的感觉如何
How does it really feel?
虽然这是关于创建应用的原型
So although this is about prototyping and building stuff,
但我们做的东西是为人服务的
we're building stuff for humans.
所以让我们谈谈人类本身
Let's talk about humans.
首先  我想来聊聊会聚
First, I'd like to talk about convergence.
会聚是当你努力盯着物体
Convergence is the inward movement
使物体看起来更加清晰时
your eyes make toward each other when
你的眼睛向内侧转动所发生的动作
you're trying to keep sharpness in objects you're looking at.
你可能把它称为对焦
You might say it's focus.
做个小实验
So a little experiment.
伸出你的手指
Put your finger in front of you.
盯着它
Look at it.
很清楚
It's sharp.
当你看向我或者是舞台  手指就不清晰了
And then you look at me or at the stage, unsharp finger.
你会看到两个手指
You see two fingers.
下一个
Next one.
这个舒服吗
Is this comfortable?
你怎么想
What do you think?

Chinese: 
我没有经历过这个
So I did not experience this.
虽然我没有被伤过  不过今儿就来打击一下大家
I didn't get traumatized, but let's try to traumatize you.
把手放到你的前面  想想这是一个势头
Put your in front of you and imagine it's a boulder,
然后把手向你移动
and then bring it toward your face.
继续移动  继续移动  继续移动
Keep going, keep going, keep going.
在某一点  对正常的人来说
At one point, for a regular human,
不管怎么样  它会变得模糊
it will be blurry no matter what.
基本上  当物体离你太近了
Basically, things that are too close to your head,
你无法对焦  你无法会聚
you can't focus on it, you can't converge on it.
这个很值得思考
It's something really important to think about,
因为你的视线基本上是相交的
and that's because your eyes are basically crossing
并且你一直绷着你的眼部肌肉
and you're straining your eye muscles,
所以有的人觉得舒服
so there's comfort there as well,
有的人会觉得不舒服
discomfort for your users, something
这真的要考虑显示的东西
to really think about display stuff.
还有一些关于会聚的东西
A few more things about convergence/focus
人们一次只能关注一个东西
is people can only focus on one thing
一个手指或一个人
at a time, a finger or myself.
同样  距离之间的切换
Also, switching between distances.
我正在看这
I'm looking at this thing right here,
然后我看后面的人
and I'm looking at people in the back,
我看这  看后面
and I'm looking here, and the back,
其实  事物就在这
and actually, the thing is right here.
如果你反复做  
If you do this repeatedly, eventually, it

English: 
So I did not experience this.
I didn't get traumatized, but
let's try to traumatize you.
Put your in front of you
and imagine it's a boulder,
and then bring it
toward your face.
Keep going, keep
going, keep going.
At one point, for
a regular human,
it will be blurry
no matter what.
Basically, things that are
too close to your head,
you can't focus on it,
you can't converge on it.
It's something really
important to think about,
and that's because your
eyes are basically crossing
and you're straining
your eye muscles,
so there's comfort
there as well,
discomfort for your
users, something
to really think
about display stuff.
A few more things
about convergence/focus
is people can only
focus on one thing
at a time, a finger or myself.
Also, switching
between distances.
I'm looking at this
thing right here,
and I'm looking at
people in the back,
and I'm looking
here, and the back,
and actually, the
thing is right here.
If you do this
repeatedly, eventually, it

Chinese: 
最终就会不舒服  不同的人感受也不一样
becomes uncomfortable, and different people feel it
请记住这点
differently, keep in mind.
此外  人们善于判断顶部离得近的物体
Additionally, people are better at judging distances
这好像挺有道理的
between objects that are up close-- kind of makes sense,
对吧
right?
我手这里或者离我手稍微远一点的距离
My hand's here or my hand's here--
最后一排  倒数第二排
than far away-- last row, second to last.
这里的重点是在你创建的APP的时候
So the point here as you build your applications
要注意到人们的眼睛聚焦的
is to always be aware of what people's eyes have
距离范围
to converge on.
这是一个很好的切入点
That's a good way to think about it.
那么这和你作为开发者有什么关系
How does it relate to you as developers?
它会让你减少时间
Well, it'll take you less time.
减少错误
You'll make less mistakes.
你会一直尝试并问  眼睛聚焦了吗
You'll always try it and say, are the eyes converging?
用户是否觉得舒服
Are people comfortable or not?
所以对开发者很有用
So very useful for developers.
让我们来展示一些原型
So let's share some prototypes with you.
这是我们尝试的一小部分
This is something we tried a little bit,
我这里仅仅与大家分享设计过程
and I'm just sharing with you the design process here.
在这个工具里  我们有外面的圆环
In this tool we prototyped, we have these outside rings,
它展示了最舒适  中等舒适和
and it presents you with a zone of comfortable neutral/zero
无法聚焦的区域
convergence for maximum comfort.

English: 
becomes uncomfortable, and
different people feel it
differently, keep in mind.
Additionally, people are
better at judging distances
between objects that are up
close-- kind of makes sense,
right?
My hand's here or
my hand's here--
than far away-- last
row, second to last.
So the point here as you
build your applications
is to always be aware of
what people's eyes have
to converge on.
That's a good way
to think about it.
How does it relate
to you as developers?
Well, it'll take you less time.
You'll make less mistakes.
You'll always try it and
say, are the eyes converging?
Are people comfortable or not?
So very useful for developers.
So let's share some
prototypes with you.
This is something we
tried a little bit,
and I'm just sharing with
you the design process here.
In this tool we prototyped,
we have these outside rings,
and it presents you with a zone
of comfortable neutral/zero
convergence for maximum comfort.

Chinese: 
所以你放置物体在那
So you place objects there and chances are,
当人们聚焦那个区域的前面或者后面
when people are focusing back and forth in that area,
人们会觉得舒服
they'll stay comfortable.
这个尝试很有趣
So this was fun for us to try.
另外  当一个物体离你太近了
Additionally, when objects are too close to you,
它会缩小成一个点
it's going to zoom in at one point,
有一个小的红色圆圈
there's a smaller red ring, and so
所以我们要保证东西在圆圈外
this was us checking things out.
展示设计工具是很好的想法
It's a good idea to show the design
在什么位置物体会离人太近
tool at what point things are too close to the person.
这只是分享想法
This is just sharing some ideas.
从这个原型我们学到了很多
We've learned a lot from this prototype and other things
我们仍然在探索中
we're exploring.
接下来我们谈谈缩放
Let's talk about scale.
在VR里  缩放很重要
So in VR, scale is very important,
是你创建设计用户交互体验的关键问题
something key to think about as you build your experience.
有时候叫瞳孔间距  缩写IPD
So there's something called IPD, Inter-Pupillary Distance,
就是你两个瞳孔间的距离
and it's the distance between your pupils.
有趣的是准确的IPD
So something interesting is an accurate IPD
能够确保人们对于尺寸的感觉
ensures people's sense of scale matches their perception
与他们对于现实世界的感知相匹配
of reality in the real world.
就像是普通的现实世界一样
That's like regular reality.
但我也可以成为巨人
But I could be giant.

English: 
So you place objects
there and chances are,
when people are focusing
back and forth in that area,
they'll stay comfortable.
So this was fun for us to try.
Additionally, when objects
are too close to you,
it's going to zoom
in at one point,
there's a smaller
red ring, and so
this was us checking things out.
It's a good idea
to show the design
tool at what point things
are too close to the person.
This is just sharing some ideas.
We've learned a lot from this
prototype and other things
we're exploring.
Let's talk about scale.
So in VR, scale
is very important,
something key to think about
as you build your experience.
So there's something called
IPD, Inter-Pupillary Distance,
and it's the distance
between your pupils.
So something interesting
is an accurate IPD
ensures people's sense of
scale matches their perception
of reality in the real world.
That's like regular reality.
But I could be giant.

Chinese: 
我的脑袋也可以很大
My head could be massive.
我的IPD可以是很大的
My IPD could be very wide.
同样  这就意味着如果我的头很大
Also, it would mean you guys of the world,
你看到的世界就会显得很小
if I had a really large head, would appear really tiny,
很有趣
and that's really fun.
所以缩放很有趣
So scale is fun.
希望大家能从中感到乐趣
Have fun with it.
为了更好地理解缩放  以及我们所构建的其他原型
To understand scale better, something else
如果我们把一个人放到设计工具里
we prototyped a bit is, what if we dropped a human body
会什么样呢
inside a design tool?
我们发现这很酷
And we found this is cool.
非常快  我可以说  哇
Very quickly, I can tell that wow,
这个世界里的人真大
this is how big the person is in the world.
我们从中学到了一些东西
So we learned quite a bit from that.
很高兴与你们分享
It's fun to share with you.
还有一些我们找到的就是站和坐的位置
Something else we found is that standing and seated positions
是很需要考虑的
are pretty important to think about.
如果你盯着这个人  就好像在那个位置
So if you stare at person, it's like, we really
真的有个人
have a person there.
不仅仅是圆柱体
It's not just for cylinders.
人们有可能是坐在客厅里
So people may be sitting in their living
没办法环顾四周  所以你在他周围放置东西
room, unable to turn around, so you place stuff around them.
我们来谈谈视场
Let's talk about field of view now.
原型显示了两个视锥
So this prototype shows two frustums.
视锥是视场的金字塔形
Frustums are these pyramid looking shapes.
对不住这里学数学的各位了
Sorry for the math guys in the room.
我的解释它像金字塔
I've got to explain it's like a pyramid.
这是视锥
That's a frustum.

English: 
My head could be massive.
My IPD could be very wide.
Also, it would mean
you guys of the world,
if I had a really large head,
would appear really tiny,
and that's really fun.
So scale is fun.
Have fun with it.
To understand scale
better, something else
we prototyped a bit is, what
if we dropped a human body
inside a design tool?
And we found this is cool.
Very quickly, I
can tell that wow,
this is how big the
person is in the world.
So we learned quite
a bit from that.
It's fun to share with you.
Something else we found is that
standing and seated positions
are pretty important
to think about.
So if you stare at person,
it's like, we really
have a person there.
It's not just for cylinders.
So people may be
sitting in their living
room, unable to turn around,
so you place stuff around them.
Let's talk about
field of view now.
So this prototype
shows two frustums.
Frustums are these
pyramid looking shapes.
Sorry for the math
guys in the room.
I've got to explain
it's like a pyramid.
That's a frustum.

English: 
So the narrower one
that you see right now
shows you what you can see
without turning your head.
So I think that in
there is pretty nice,
so you know when you
place an object there,
as you move it into the
field of view of the person,
is the person going to be
having to turn their head?
You build UI, you have that
distance in the green rings,
and then you know if they
have to turn their head
to see anything or not.
The wider one, the
black one there,
shows you what you can see if
you turn your head slightly.
It looks pretty wide.
Actually, it's just turning
your head comfortably.
So it's nice to think
about when people
are unable to turn around as
you build your interfaces.
Just sharing with you
things we're trying.
Hope that's
interesting to look at.
Now let's talk about
the Cardboard Unity SDK.
How many of you have
not used Unity yet,
or are just kind of OK at Unity
and are just getting started?
There's a lot of you.
That's good.
So I went to the Cardboard
website, downloaded this one
file, and I'm importing into
an empty project in Unity.

Chinese: 
所以你看到的窄的那个
So the narrower one that you see right now
给你展示你不用转头就能看到的
shows you what you can see without turning your head.
所以我认为这很棒
So I think that in there is pretty nice,
所以你知道当你放置一个物体
so you know when you place an object there,
然后移动它到一个人的视场
as you move it into the field of view of the person,
这个人就必须转过头
is the person going to be having to turn their head?
你创建UI  你保证距离在绿色的圆圈里
You build UI, you have that distance in the green rings,
然后你就知道如果他们必须要转头时
and then you know if they have to turn their head
是否能看到
to see anything or not.
宽的那个  黑的
The wider one, the black one there,
向你展示你直视时看到的
shows you what you can see if you turn your head slightly.
它看起来很宽
It looks pretty wide.
显然  只是让你舒服地转头
Actually, it's just turning your head comfortably.
所以当你建立界面时
So it's nice to think about when people
想想当人们不能转头是很棒的
are unable to turn around as you build your interfaces.
和你们分享了我们正在尝试的东西
Just sharing with you things we're trying.
希望看起来有趣
Hope that's interesting to look at.
现在让我们谈谈Cardboard Unity SDK
Now let's talk about the Cardboard Unity SDK.
很多人还没有用过Unity
How many of you have not used Unity yet,
或者仅仅是简单用过Unity  刚刚起步
or are just kind of OK at Unity and are just getting started?
有很多
There's a lot of you.
很好
That's good.
所以我去Cardboard网站  下载这个文件
So I went to the Cardboard website, downloaded this one
我在一个空的Unity工程中引入
file, and I'm importing into an empty project in Unity.

Chinese: 
有很多文件在这
It has files in it, lots of files.
它们很棒
They're all very good.
我要突出其中三个
I'm going to highlight three of them.
一会儿我给你们看一个演示场景
There's a demo scene I'll talk to you about a minute.
有一个叫做CardboardMain的prefab文件
There's a prefab called CardboardMain,
prefab文件对开发者来说真的很棒
and prefabs are really awesome for developers.
它允许你拖放物体到你的场景
It allows you to just drag and drop into your scene,
很棒
it's done, pretty much.
你准备好VR平台
You have that VR rig ready to go.
你设置好眼睛
You've got the eyes set up.
有一个C#脚本
There's a C Sharp script for when
你可以从头开始构造你的东西
you guys want to build your stuff from scratch.
它允许你拖拽一个存在的摄像机
It allows you to drag and drop to an existing camera.
也许你已经有一个Unity的APP
Maybe you have a Unity app already,
也许你想要选择一个你所开发的程序
or maybe you're grabbing one that you picked up
把它转换成VR
and you want to port it to VR.
它允许你把相机转换成VR平台
It allows you to turn the camera into a VR rig
只要点击一下  很实用
with just one click, super useful.
运行这个演示场景  这就是我看到的
So fire up the demo scene, this is what I see.
你们中很多人还没用过Unity
So a lot of you haven't used Unity much,
所以这个场景对你们
so this scene is actually a really nice first VR
刚刚起步的开发者来说很亲切  我们继续
project as you're getting started and once you get going.
这里有一些互动  包括注视输入物体
It has a bunch of interactions, including this Gaze input
在空间中你们看到一个十字线
thing we have going where you see a reticle-- it's also

English: 
It has files in
it, lots of files.
They're all very good.
I'm going to highlight
three of them.
There's a demo scene I'll
talk to you about a minute.
There's a prefab
called CardboardMain,
and prefabs are really
awesome for developers.
It allows you to just drag
and drop into your scene,
it's done, pretty much.
You have that VR
rig ready to go.
You've got the eyes set up.
There's a C Sharp
script for when
you guys want to build
your stuff from scratch.
It allows you to drag and
drop to an existing camera.
Maybe you have a
Unity app already,
or maybe you're grabbing
one that you picked up
and you want to port it to VR.
It allows you to turn
the camera into a VR rig
with just one
click, super useful.
So fire up the demo
scene, this is what I see.
So a lot of you haven't
used Unity much,
so this scene is actually
a really nice first VR
project as you're getting
started and once you get going.
It has a bunch of interactions,
including this Gaze input
thing we have going where
you see a reticle-- it's also

Chinese: 
也叫做点  它展示了
called a dot-- in the air, and it shows you
你所看到的东西
what you're looking at.
这些是内建的
So that's built in.
你仅需要复制粘贴你的场景
You just copy and paste into your scenes
很快就能运行起来
and you've got stuff running very quickly.
在Unity点击Play  看起来很棒
So if I press Play in Unity, it's really nice.
运行了
It runs.
我能看到在Cardboard里是什么样子
I can see what it would look like in Cardboard.
我让眼睛移动
I've got the eyes going.
按住Alt移动鼠标来转头
I'm turning my head by moving the mouse while holding
小提示
Alt, just a little tip.
文档里写了  但是最好了解一下
We documented that, but it's good to know.
我通过点击鼠标来点击这些物体
And I click on these guys by clicking on the mouse
在Cardboard上触发开关
and it triggers the button on the Cardboard.
但你是在电脑显示器上看
But you're looking at a computer monitor now.
记住要真正地理解你的用户
Remember genuine empathy for your users,
真实的体验是什么样的
like how does it really feel?
在VR里是不是会更好
So wouldn't it be better to see this in VR?
还有一些我们正在做的事
Something else we're working on, and there's
这个装置的第一版我们昨天刚刚发货
a first version of this in an SDK we just shipped yesterday,
支持Unity Remote
is support for Unity Remote.
它的工作方式是我有手机在Cardboard里
The way this works is I have the phone in Cardboard,

English: 
called a dot-- in the
air, and it shows you
what you're looking at.
So that's built in.
You just copy and
paste into your scenes
and you've got stuff
running very quickly.
So if I press Play in
Unity, it's really nice.
It runs.
I can see what it would
look like in Cardboard.
I've got the eyes going.
I'm turning my head by moving
the mouse while holding
Alt, just a little tip.
We documented that,
but it's good to know.
And I click on these guys
by clicking on the mouse
and it triggers the
button on the Cardboard.
But you're looking at
a computer monitor now.
Remember genuine
empathy for your users,
like how does it really feel?
So wouldn't it be better
to see this in VR?
Something else we're
working on, and there's
a first version of this in an
SDK we just shipped yesterday,
is support for Unity Remote.
The way this works is I
have the phone in Cardboard,

Chinese: 
我可以移动手机  它获取脑袋的运动
and I can move the phone around, and it's reading the neck
同时我可以在Unity编辑
movements, and I can edit in Unity at the same time
立刻显示在眼前
as it's in my eyes.
我把场景缩小
I made the scene much smaller.
我向下看  现在我变得巨大
I looked down, and now I became giant.
我不用等待编译应用
I didn't have to wait for a compiling application,
不用等到它显示在手机上
didn't have to wait for it to show up
来感受变小  变大  无论什么样
on the phone to realize this is too small, it's big, whatever.
这大大加速了开发进程
So this just super rapid development process.
非常方便
It's very handy.
我喜欢这个特点  你也会的
I love the feature and you will, too.
登陆Cardboard Developer网站可以找到更多相关信息
So for more information, go to Cardboard Developer website.
在这下载你需要的
Go there, download what you need.
有很多文档
There's a lot of documentation.
总结一下  我说了一些有趣的事情
To summarize, I told you about a few interesting things
关于人的
about humans.
我谈了会聚  IPD  视场
I told you about convergence, IPD, and field of view,
人的位置
as well as position of the person.
你看创建一个Cardboard应用是多容易
You saw how easy it is to create your own Cardboard app
我来分享一下我们团队
and I shared with you some of the things we're
正在玩的一些事情
playing with there on the team, including

English: 
and I can move the phone around,
and it's reading the neck
movements, and I can edit
in Unity at the same time
as it's in my eyes.
I made the scene much smaller.
I looked down, and
now I became giant.
I didn't have to wait for
a compiling application,
didn't have to wait
for it to show up
on the phone to realize this is
too small, it's big, whatever.
So this just super rapid
development process.
It's very handy.
I love the feature
and you will, too.
So for more information, go to
Cardboard Developer website.
Go there, download
what you need.
There's a lot of documentation.
To summarize, I told you
about a few interesting things
about humans.
I told you about convergence,
IPD, and field of view,
as well as position
of the person.
You saw how easy it is to
create your own Cardboard app
and I shared with you
some of the things we're
playing with there on
the team, including

English: 
one that is in the SDK already,
which is the remote control
thing.
It's cool.
So please welcome Alex.
He's going to tell you
about design principles.
Thank you.
[APPLAUSE]
ALEX FAABORG: Thank you, Manuel.
This is an absolutely amazing
time to be a designer,
and the reason it's so amazing
is just how new VR design is
and how much we have
to learn and discover.
This isn't the definitive
talk about VR design.
It's still too early for that.
I look forward to being able
to give that talk eventually.
But this talk does
cover what we've
learned so far,
both as a team also
as an industry over
the last few years
as we've been diving
into VR design.
One of the things we found, and
we saw this with the examples
that Manuel was just showing
with the live preview
and design, is
really the best way
to learn about VR
design is in VR itself.
And this was actually a bit of
a challenge for me recently.
I was writing the
style guidelines that

Chinese: 
包括已经在SDK里的  它可以远程
one that is in the SDK already, which is the remote control
控制
thing.
很酷
It's cool.
欢迎Alex
So please welcome Alex.
他来告诉你们设计原则
He's going to tell you about design principles.
谢谢
Thank you.
[APPLAUSE]
谢谢Manuel
ALEX FAABORG: Thank you, Manuel.
作为一个设计师这真是一个激动人心的时刻
This is an absolutely amazing time to be a designer,
原因就是VR设计真的是很前卫
and the reason it's so amazing is just how new VR design is
有很多东西要我们去学习和发现
and how much we have to learn and discover.
这不是一场VR设计的权威演讲
This isn't the definitive talk about VR design.
现在来说太早了
It's still too early for that.
我期待最后能够有机会做这个演讲
I look forward to being able to give that talk eventually.
但这次演讲确实涵盖了
But this talk does cover what we've
至今我们所学到的  既是我们团队
learned so far, both as a team also
也是整个行业这几年
as an industry over the last few years
深入VR设计的经验
as we've been diving into VR design.
我们发现了一件事  在Manuel的例子里
One of the things we found, and we saw this with the examples
实时的预览和设计
that Manuel was just showing with the live preview
我们看到最好的学习VR设计的方式
and design, is really the best way
就是进入到VR里
to learn about VR design is in VR itself.
这在最近确实是对我的挑战
And this was actually a bit of a challenge for me recently.
我正在写样式准则
I was writing the style guidelines that

English: 
are online on the web
and thinking, man,
it would be a lot easier
to let people actually try
this out instead of trying to
write these long paragraphs.
So today, we have
an announcement
that we're extremely
excited about.
We're releasing something
called the Cardboard Design
Lab the teams worked on.
The great thing
about this is you
can learn about VR
design principles
actually in VR, in
its native habitat.
So we have a bunch
of examples, things
that are very foundational,
things like using a reticle
or keeping the user grounded,
motion, things like that.
We also have a lot of
more advanced stuff
and more immersive concepts,
like guiding the user
with light, spatial,
audio, gaze cues.
So definitely go
download this app
and try out all
of the 10 lessons
that we have built into it to
learn about these principles.
If you're actually
watching this on video,
I would encourage you to
pause and try out the app
and then come back, and
we'll talk about all
of the principles
in much more detail.
So when you're designing
for VR, you're really
designing for the
capabilities of the human
as much as you're designing for
the capabilities of the system,

Chinese: 
这是在网页上的
are online on the web and thinking, man,
它将让人们更加简单地去尝试
it would be a lot easier to let people actually try
而不是试着写很长的文字
this out instead of trying to write these long paragraphs.
所以今天有一个声明
So today, we have an announcement
我们很高兴宣布
that we're extremely excited about.
我们准备发布Cardboard Design Lab
We're releasing something called the Cardboard Design
这是我们团队所做的
Lab the teams worked on.
最重要的一点是
The great thing about this is you
你能在VR里学习VR设计原则
can learn about VR design principles
在原生的开发环境里
actually in VR, in its native habitat.
我们有很多例子
So we have a bunch of examples, things
非常的基础  比如使用十字线
that are very foundational, things like using a reticle
或者保持使用者停止  移动  等等
or keeping the user grounded, motion, things like that.
我们也有很多更高级的东西
We also have a lot of more advanced stuff
更加身临其境的  比如用光  空间  声音
and more immersive concepts, like guiding the user
凝视线索来引导用户
with light, spatial, audio, gaze cues.
一定要去下载这个APP
So definitely go download this app
尝试这10个我们内建的课程
and try out all of the 10 lessons
学习这些设计原则
that we have built into it to learn about these principles.
如果你是在视频上观看
If you're actually watching this on video,
我希望你能暂停  尝试这个APP
I would encourage you to pause and try out the app
然后再回来  我们将探讨
and then come back, and we'll talk about all
设计原则的细节
of the principles in much more detail.
当你设计VR时  
So when you're designing for VR, you're really
你是在为人的能力设计
designing for the capabilities of the human
不亚于你针对系统功能所做的设计
as much as you're designing for the capabilities of the system,

English: 
so it's really important that
you understand your users
and what they're capable of.
So first we'll start
out with a story.
Imagine it's a beautiful morning
hundreds of thousands of years
ago and you wake up and
you're feeling great.
The sun is shining.
You look outside your cave and
you don't see any predators.
That's awesome.
And you're starving so it's
time to start foraging for food.
So you head out and
you find some berries,
these red berries, and you've
never seen anything like this
before.
These look delicious.
So you start eating them and you
realize immediately that things
have gone horribly wrong.
You've got this
ringing in your ears,
your vision's a
little bit blurry,
and the worst part is
everything is kind of wooshy,
like you move and the
world doesn't totally
track correctly.
And this is a really
critical moment for you
because you basically
have two options.
You can eject the berries,
or if you don't, it's
unfortunately game over.
And we've evolved to be
very sensitive to vestibular
ocular disparities.
Motion sickness is actually
a defensive mechanism

Chinese: 
所以了解你的用户的能力
so it's really important that you understand your users
是十分重要的
and what they're capable of.
首先我们从一个故事开始
So first we'll start out with a story.
想象一下在很久很久以前
Imagine it's a beautiful morning hundreds of thousands of years
一天早上你醒来  感到很不错
ago and you wake up and you're feeling great.
阳光普照
The sun is shining.
你看了一眼洞口外面  你没看到捕食者
You look outside your cave and you don't see any predators.
真棒
That's awesome.
你饿了  是时候吃东西了
And you're starving so it's time to start foraging for food.
所以你走出去找到一些果子
So you head out and you find some berries,
你以前从没见过这些
these red berries, and you've never seen anything like this
红果子
before.
看起来很美味
These look delicious.
所以你吃起来  然后你立即意识到
So you start eating them and you realize immediately that things
坏了
have gone horribly wrong.
你耳朵开始耳鸣
You've got this ringing in your ears,
眼睛开始模糊
your vision's a little bit blurry,
最糟糕的是一切都变得眩晕
and the worst part is everything is kind of wooshy,
比如你往前走但是觉得
like you move and the world doesn't totally
天旋地转
track correctly.
这真的是危机时刻
And this is a really critical moment for you
你只有两个选择
because you basically have two options.
你可以吐出果子  如果你不这么做
You can eject the berries, or if you don't, it's
那么很不幸  你挂了
unfortunately game over.
我们的前庭眼差距进化的
And we've evolved to be very sensitive to vestibular
很敏感
ocular disparities.
晕车实际上是一种防御机制
Motion sickness is actually a defensive mechanism

English: 
that comes through evolution.
And the person that
ejected the berries,
they're our ancestor
because they survived.
So bad input can really cause
a bad physiological response
for users, and this
is something that's
really important with VR design.
Of course, we're familiar
with phones having
an inertial measurement unit.
We have one as well
called our cochlea.
It's sort of a series
of tubes in our ear
and in our vestibular system.
And as we're thinking about
the system as a whole,
we have the phone's
inertial measurement unit.
We also have our own.
We have the screen and
our eyes, and all of this
has to work in tangent, in
unison as part of the system.
So it's really
important that you're
getting good input to the user
based off of their movements
and what they're seeing
because if it doesn't, then
that's going to create bad
physiological responses.
So this is a complex
way of saying always
maintain head tracking.
Never drop frames.
If you're starting to load a
new scene in your application,

Chinese: 
它由进化而来
that comes through evolution.
那些吐出果子的人
And the person that ejected the berries,
他们是我们的祖先  因为他们幸存下来了
they're our ancestor because they survived.
糟糕的输入会引起用户不适的生理反应
So bad input can really cause a bad physiological response
而且这是
for users, and this is something that's
VR设计中的重中之重
really important with VR design.
当然  我熟悉的手机
Of course, we're familiar with phones having
具有惯性测量单元
an inertial measurement unit.
我们人类也有  叫做耳蜗
We have one as well called our cochlea.
它是我们耳朵里和前庭系统里
It's sort of a series of tubes in our ear
的一些流管道
and in our vestibular system.
我们把这个系统当成全部
And as we're thinking about the system as a whole,
我们有手机的惯性测量单元
we have the phone's inertial measurement unit.
我们自己也有
We also have our own.
我们有屏幕  眼睛
We have the screen and our eyes, and all of this
所有这些都作为一个系统的一部分
has to work in tangent, in unison as part of the system.
所以正确的输入很重要
So it's really important that you're
输入要基于用户动作和他们所看到的
getting good input to the user based off of their movements
因为如果不是这样
and what they're seeing because if it doesn't, then
就会造成不良生理反应
that's going to create bad physiological responses.
所以这是一个复杂的方式
So this is a complex way of saying always
始终保持头部跟踪
maintain head tracking.
别掉帧
Never drop frames.
如果你开始在你的应用载入新的场景
If you're starting to load a new scene in your application,

Chinese: 
那么突然间静止所有东西  让新的场景进入的体验是很差的
it's not OK to freeze all of a sudden and let that come in.
确保监控性能
Be sure that you're monitoring performance,
这样你就一直保持头部跟踪
that you're always maintaining head tracking.
真的  真的很关键
It's really, really critical.
如果你做不到  你就渐变为黑色
If for any reason you can't, just fade to black
应用里保持声音播放
and keep using audio in your application
因为人们对这些事情很敏感
because people are very sensitive to these things.
另一个要谈的是动作
Another thing to talk about is motion and the concept
和匀速的概念
of constant velocity.
这有些奇怪
So it's kind of strange.
实际上我们感觉不到速度
We actually don't feel velocity.
我们能感觉到加速和减速
We feel acceleration and deceleration.
举个例子  当你在飞机里
So an example of this is when you're in an airplane,
起飞和降落你一定能感觉到
you definitely feel the take off and you feel the landing,
但当你飞行在空中
but when you're actually just flying around,
你是感觉不到你的速度是500英里每小时
it doesn't feel like you're going 500 miles per hour.
你可能会觉得一些颠簸
You might feel some turbulence or something,
但你是感觉不到
but the actual velocity of the plane,
飞机的速度的
you're not noticing that.
另一个例子
Another example.
我们都在地球上
We're all, of course, on the planet Earth.
地球运行很快
It's traveling very fast.
如果地球加速
If the planet were to decelerate,
我们就会感觉到
we would definitely feel that, but while it's
但是地球以高速度进行匀速运转  我们是感觉不到的
traveling at high velocity, we're not feeling that at all.
所以我们无法感受速度的事实
So this fact that we don't feel velocity
对VR设计来说真的很重要
is actually really important for VR design
同样因为如果你有
as well because if you have someone traveling
一些匀速运动
at a constant velocity, it's not going
你是无法像有许多加速减速运动
to be as disconcerting as if you're

English: 
it's not OK to freeze all of
a sudden and let that come in.
Be sure that you're
monitoring performance,
that you're always
maintaining head tracking.
It's really, really critical.
If for any reason you
can't, just fade to black
and keep using audio
in your application
because people are very
sensitive to these things.
Another thing to talk about
is motion and the concept
of constant velocity.
So it's kind of strange.
We actually don't feel velocity.
We feel acceleration
and deceleration.
So an example of this is
when you're in an airplane,
you definitely feel the take
off and you feel the landing,
but when you're actually
just flying around,
it doesn't feel like you're
going 500 miles per hour.
You might feel some
turbulence or something,
but the actual
velocity of the plane,
you're not noticing that.
Another example.
We're all, of course,
on the planet Earth.
It's traveling very fast.
If the planet were
to decelerate,
we would definitely feel
that, but while it's
traveling at high velocity,
we're not feeling that at all.
So this fact that we
don't feel velocity
is actually really
important for VR design
as well because if you
have someone traveling
at a constant velocity,
it's not going
to be as disconcerting
as if you're

English: 
having lots of acceleration
and deceleration
because they're going to
notice that difference, when,
if in VR they're accelerating
or decelerating, then obviously
in reality, they're
just standing there.
So that can also create
potentially some discomfort.
And everyone's different.
Everyone has different
tolerance levels
for what they find
acceptable with motion,
so it's really important to
try things out with users, even
with constant velocity,
to see how they're feeling
and if it's working.
Another aspect about
motion is definitely keep
a stable horizon line
inside your application.
I'm sorry.
If you don't, it'll--
don't drop frames, either.
So let's talk about vision.
A really common question with
vision that a lot of people
talk about is what
resolution does
the screen need to be for
resolution not to matter?
It's a really good question.
There's two parts of it.
One is field of view.
So again, everyone's different,
but for a lot of people,
field of view of 210 degrees
horizontally by 100 degrees

Chinese: 
感到令人不安
having lots of acceleration and deceleration
因为人们能感到不同
because they're going to notice that difference, when,
当VR里在加速或者减速
if in VR they're accelerating or decelerating, then obviously
显然在现实里  他们只是站在那
in reality, they're just standing there.
以至于会产生一些不适
So that can also create potentially some discomfort.
每个人都不一样
And everyone's different.
每个人对运动的
Everyone has different tolerance levels
承受能力都不同
for what they find acceptable with motion,
所以与用户一起尝试真的很重要
so it's really important to try things out with users, even
甚至尝试匀速  看看他们觉得怎么样
with constant velocity, to see how they're feeling
是否可行
and if it's working.
关于运动的另一方面是
Another aspect about motion is definitely keep
在你的APP里保持稳定的水平
a stable horizon line inside your application.
抱歉
I'm sorry.
如果你不这么做  它也不会掉帧
If you don't, it'll-- don't drop frames, either.
然后让我们谈谈视觉
So let's talk about vision.
视觉的一个普遍问题  很多人都谈论它
A really common question with vision that a lot of people
显示屏需要多少分辨率
talk about is what resolution does
那些是不需要的分辨率
the screen need to be for resolution not to matter?
这是一个好问题
It's a really good question.
这有两个方面
There's two parts of it.
一个是视场
One is field of view.
又是这样  人人都不同  对大多数人来说
So again, everyone's different, but for a lot of people,
水平210度  垂直100度
field of view of 210 degrees horizontally by 100 degrees

English: 
vertically will
cover everything.
And then in terms of pixel
density, if for every degree,
we had 60 by 60 pixels,
that would be pushing
the limits of our vision.
That would be 20/20.
Some people have better
than 20/20 vision,
so it's in that range of getting
up to 60 pixels per degree.
So something like
a 12,600 screen
by 6,000 with a 210 by 100
field of view would be great.
That's probably
actually overshooting it
because we actually only
have high resolution
vision in our central
vision with our fovea.
Our peripheral vision
is very blurry.
This is assuming that you
had the same size pixels
throughout the entire screen.
You can build a
screen with pixels
that were different sizes.
So that's pretty high,
and we're not there yet.
And as we are on this
progression of increasing
screen technology
with phones, it
seems like it's becoming
harder and harder
to talk about screens.
We, of course, have our
old favorites like VGA,
but the recent acronyms
are getting increasingly
ridiculous, plus we have all the
complexity of optics with VR.

Chinese: 
是我们看到的范围
vertically will cover everything.
另一方面是像素密度  如果每一度
And then in terms of pixel density, if for every degree,
我们有60 x 60个像素
we had 60 by 60 pixels, that would be pushing
就达到了我们视力的极限
the limits of our vision.
就是20/20
That would be 20/20.
有的人好于20/20
Some people have better than 20/20 vision,
所以在那个范围里上升到每度600像素
so it's in that range of getting up to 60 pixels per degree.
所以12600 x 6000的分辨率
So something like a 12,600 screen
210度 x 100度的视场就很好了
by 6,000 with a 210 by 100 field of view would be great.
实际上可能会超过它
That's probably actually overshooting it
因为我们的视网膜中心凹
because we actually only have high resolution
有更高的视觉分辨力
vision in our central vision with our fovea.
我们的周边视力非常模糊
Our peripheral vision is very blurry.
假设你的显示器都是
This is assuming that you had the same size pixels
相同尺寸的像素
throughout the entire screen.
你能创建一个具有
You can build a screen with pixels
不同大小的像素的显示器
that were different sizes.
那太难了  我们做不了
So that's pretty high, and we're not there yet.
随着手机
And as we are on this progression of increasing
显示技术的发展
screen technology with phones, it
似乎评价显示屏的好坏
seems like it's becoming harder and harder
变的越来越难
to talk about screens.
当然我们有最初所喜爱的 VGA
We, of course, have our old favorites like VGA,
但是最近的简称越来越滑稽了
but the recent acronyms are getting increasingly
再加上VR的光学复杂性
ridiculous, plus we have all the complexity of optics with VR.

Chinese: 
所以我想谈谈
So I'd like to talk about something
我们团队所讨论的一些话题
we've been talking about on the team, which
能够比较清晰地谈论这个话题的方式就是
is a really clear way to talk about this is just pixels
视场每度多少像素和视场角度
per degree and the number of degrees of field of view,
只关注这两点
and just focus on those two things.
同样的  假如我们能在每度60像素显示屏前
So again, if we can get into 60 pixels per degree,
现在就达到了眼睛的极限
now we're at an eye limiting system.
所以真实的是每度60像素
So reality, 60 pixels per degree,
视场角210度
210 degrees field of view.
来谈谈我们自己的设备
Let's talk about some of our devices.
Nexus 5放到Cardboard上  还达不到真实
Nexus 5 on Cardboard, not quite reality
每度12像素  视场角85度
yet, 12 pixels per degree and 85 degrees field of view.
Nexus 6放到Cardboard上  要好一些
Nexus 6 on Cardboard does a little bit better,
每度13像素
increases up to 13, but more notably
特别是新的Cardboard视场角
increases the field of view with the new Cardboard
达到100度
up to 100 degrees.
谈到视觉之后
Let's talk about hearing now that we've
我们谈谈听觉
talked about vision a bit.
某方面  听觉是另一种视觉
In a way, hearing is kind of a type of vision.
听觉有趣的是
So the interesting thing about hearing
它让你同时看到
is it lets you see the entire scene around you
环绕你的整个场景
all at the same time, and this can
帮助你在你看到他之前
help you build up a mental model of what's there
建立心理上的虚拟印象
before you've even seen it.
我们来做个试验
So let's try out an example.

English: 
So I'd like to talk
about something
we've been talking
about on the team, which
is a really clear way to talk
about this is just pixels
per degree and the number
of degrees of field of view,
and just focus on
those two things.
So again, if we can get
into 60 pixels per degree,
now we're at an eye
limiting system.
So reality, 60
pixels per degree,
210 degrees field of view.
Let's talk about
some of our devices.
Nexus 5 on Cardboard,
not quite reality
yet, 12 pixels per degree
and 85 degrees field of view.
Nexus 6 on Cardboard
does a little bit better,
increases up to 13,
but more notably
increases the field of
view with the new Cardboard
up to 100 degrees.
Let's talk about
hearing now that we've
talked about vision a bit.
In a way, hearing is
kind of a type of vision.
So the interesting
thing about hearing
is it lets you see the
entire scene around you
all at the same
time, and this can
help you build up a mental
model of what's there
before you've even seen it.
So let's try out an example.

English: 
[BELL RINGING]
So you guys all knew that there
was a bell there before I even
turned to look at it.
Let's try it again.
There's supposed
to be another bell.
[BELL RINGING]
Sort of over there.
So we're really good at
positioning audio spatially.
And what's important for
this in terms of design
is if you have something
creating audio in a scene,
you can immediately cue
users in to it being there.
So attaching a bell to your
interface is a bit much.
You could just have
your interface hum
or buzz or something
a little bit,
but you can definitely direct
the user's attention with audio
and you can fill them in
as to the world around them
by using spatial audio.
Let's talk a little bit about
designing the environment.
So one of the first
mistakes we've made
and most people
designing VR make
is you drop user
into the environment
and you're not really
thinking about where you're
going to drop them in
so they immediately
start colliding with an object.
This is very disconcerting
and sort of uncomfortable.

Chinese: 
[BELL RINGING]
所以你们在转身看到前就知道那有
So you guys all knew that there was a bell there before I even
一个铃铛
turned to look at it.
再试一个
Let's try it again.
可能是另一个铃铛
There's supposed to be another bell.
[BELL RINGING]
大概在那
Sort of over there.
所以我们擅长定位声音的位置
So we're really good at positioning audio spatially.
这个对于设计来说最重要的是
And what's important for this in terms of design
如果你在场景里创造声音
is if you have something creating audio in a scene,
你能立刻暗示用户它在那
you can immediately cue users in to it being there.
所以在交互界面里加个铃铛就显得十分多余了
So attaching a bell to your interface is a bit much.
你能使用接口
You could just have your interface hum
或者蜂鸣器或者别的东西
or buzz or something a little bit,
但你能够让用户直接关注到声音
but you can definitely direct the user's attention with audio
使用带有空间感的声音能让用户的周围
and you can fill them in as to the world around them
丰富起来
by using spatial audio.
我们来聊聊与设计环境相关的问题
Let's talk a little bit about designing the environment.
一个我们大部分人最初
So one of the first mistakes we've made
设计VR犯的错误
and most people designing VR make
比如你要把用户置于虚拟环境中
is you drop user into the environment
但是又不知道该放在哪好
and you're not really thinking about where you're
这样用户已进入既定的环境空间
going to drop them in so they immediately
就会与里面的物体发生碰撞
start colliding with an object.
这是非常令人不安和不舒服的
This is very disconcerting and sort of uncomfortable.

English: 
It's not literally uncomfortable
because it's virtual,
but you look down and you see
something coming through you
and it's not good.
You feel uneasy about it.
So we talked a lot about
physiological comfort.
It's also important to talk
about environmental comfort
and the types of things that
make people environmentally
uncomfortable.
So obviously, heights
is a big one for people.
People can be scared of heights.
Also small spaces,
claustrophobia.
Then there's the
opposite of that.
For me, actually, I'm
more with agoraphobia,
large spaces, big, empty rooms.
Imagine working at a desk
with a single spotlight
down on your desk.
That would be very unnerving.
Scale is very interesting.
So when you have
small objects, they
have this sort of
toy-like quality.
They're very fun.
You feel very powerful.
You're this giant.
You have this tiny truck.
But if you invert that,
now it's very different.
You feel very weak and
small and very intimidated
by these big objects.
It's not just
things like trucks.
You could build a user
interface that was really big,

Chinese: 
这也许不是生理上的不舒服  因为那是虚拟的
It's not literally uncomfortable because it's virtual,
但你向下看到有东西冲你过来
but you look down and you see something coming through you
那感觉不好
and it's not good.
你会觉得有些别扭
You feel uneasy about it.
我们谈了很多生理上的舒适性
So we talked a lot about physiological comfort.
接下来我们来谈谈环境舒适性
It's also important to talk about environmental comfort
以及什么东西会让人在环境上
and the types of things that make people environmentally
觉得不舒服
uncomfortable.
显然  高度是很重要的一点
So obviously, heights is a big one for people.
人们会恐高
People can be scared of heights.
还有狭小的空间  幽闭恐惧症
Also small spaces, claustrophobia.
还有与它相反的
Then there's the opposite of that.
对我来说  我更害怕广场恐怖症
For me, actually, I'm more with agoraphobia,
巨大  空旷的空间
large spaces, big, empty rooms.
想象一下在一个桌子前工作
Imagine working at a desk with a single spotlight
只有一盏灯
down on your desk.
十分令人不安
That would be very unnerving.
对大小的感觉很有趣
Scale is very interesting.
但你面前有一个小的东西
So when you have small objects, they
比如一个小玩具
have this sort of toy-like quality.
很有趣
They're very fun.
你会觉得很强大
You feel very powerful.
你很巨大
You're this giant.
就像这个小卡车
You have this tiny truck.
但如果反过来  就非常不同
But if you invert that, now it's very different.
你感到很弱小
You feel very weak and small and very intimidated
害怕巨大的东西
by these big objects.
不仅仅是卡车
It's not just things like trucks.
你可以构建一个巨大的界面
You could build a user interface that was really big,

English: 
and the user will feel small
and diminished in front of it,
like the interface
itself will make user
feel slightly uncomfortable.
Other things about
environmental comfort.
Obviously, people don't
like to be crushed.
This is an extreme example,
but another example.
I was in a VR simulation and
it was just planets rotating
around.
It was beautiful, but then
suddenly, one of the planets
was coming right out
me, and part of my brain
was thinking, get out of
the way, get out of the way.
You can't turn that off.
And for that moment, it
was very uncomfortable
as I had to remind
myself, no, it's fine.
This planet is just going to
collide straight through me
and everything's
going to be great.
So people don't
like to be crushed.
Also, sharp objects.
People aren't super
fond of those.
For sharp objects in
particular, people
are very protective
of their eyes.
So imagine you have a
meditation application that
has little hummingbirds in it,
and one of those hummingbirds
floats up with its
little hummingbird beak
right next to your eye.
The user is going to recoil
away and defensively block,

Chinese: 
用户在它前面感到很渺小  
and the user will feel small and diminished in front of it,
这样的界面就会让用户
like the interface itself will make user
感到不舒服
feel slightly uncomfortable.
另一个环境不适的方面
Other things about environmental comfort.
显然  人们不喜欢被挤压
Obviously, people don't like to be crushed.
这是一个极端的例子  另外一个例子
This is an extreme example, but another example.
我在VR模拟器里  行星在绕着我
I was in a VR simulation and it was just planets rotating
转动
around.
很漂亮  但突然
It was beautiful, but then suddenly, one of the planets
一个行星朝我过来
was coming right out me, and part of my brain
然后我就想  快跑  快跑
was thinking, get out of the way, get out of the way.
你没法关掉它
You can't turn that off.
那个时刻  真的很不舒服
And for that moment, it was very uncomfortable
我必须提醒自己  这是假的
as I had to remind myself, no, it's fine.
行星只会穿过我
This planet is just going to collide straight through me
一切都很好
and everything's going to be great.
所以人们不喜欢被挤压
So people don't like to be crushed.
同样  尖的东西
Also, sharp objects.
人们是超级不喜欢这些的
People aren't super fond of those.
特别是尖的物体
For sharp objects in particular, people
人们会保护他们的眼睛
are very protective of their eyes.
想象一下  你在冥想的应用里
So imagine you have a meditation application that
有一个蜂鸟在里面  其中一只蜂鸟
has little hummingbirds in it, and one of those hummingbirds
在你的眼前
floats up with its little hummingbird beak
伸出了喙
right next to your eye.
用户就会向后防护
The user is going to recoil away and defensively block,

English: 
and that was not what you wanted
because this was a meditation
application.
You're supposed to be relaxed.
So the important thing
about environmental comfort
is to be intentional,
to in testing,
see the types of
things that people
find unnerving for various
reasons, to think about it
and then involve this as
part of your testing process.
You're not just doing
physiological comfort, but also
environmental comfort.
So a quick note
about perspective.
Almost all VR apps are
first person perspective,
which makes a lot of sense.
Third person perspective
is also really interesting.
This is an app called
RoboBliteration.
It's really fun.
You have this little spaceship
that you control with your head
and it moves on the
surface of an asteroid.
So I think third person
perspective games for VR
are also super compelling
and we're probably
going to see a lot more of them
be considered in the future
as well.
So moving on to
interaction design,
for a system like Cardboard,
basically, all interaction
is by moving your
head gaze at objects
and then clicking on them.
So you're casting this ray
out of your head to set focus.

Chinese: 
这不是你想要的  因为这是一个
and that was not what you wanted because this was a meditation
冥想的应用
application.
你希望是得到放松
You're supposed to be relaxed.
所以环境舒适的重点是
So the important thing about environmental comfort
可以进行一些测试
is to be intentional, to in testing,
看看人们对哪些因素
see the types of things that people
感到不安  好好考虑
find unnerving for various reasons, to think about it
把这些包含在你的测试流程里
and then involve this as part of your testing process.
不仅仅是针对生理方面的舒适因素
You're not just doing physiological comfort, but also
还有环境方面的
environmental comfort.
简单说说视角
So a quick note about perspective.
几乎所有的VR应用都是第一人称视角
Almost all VR apps are first person perspective,
让人身临其境
which makes a lot of sense.
第三人称视角也很有趣
Third person perspective is also really interesting.
这个叫RoboBliteration的应用
This is an app called RoboBliteration.
很有趣
It's really fun.
你用你的头控制这个小的飞船
You have this little spaceship that you control with your head
飞船在小行星的表面移动
and it moves on the surface of an asteroid.
所以我觉得第三人称视角的VR游戏
So I think third person perspective games for VR
也很引人注目
are also super compelling and we're probably
我觉得将来会有越来越多的这样的游戏
going to see a lot more of them be considered in the future
出现
as well.
接下来谈谈交互设计
So moving on to interaction design,
对Cardboard来说  基本上交互
for a system like Cardboard, basically, all interaction
是通过移动头部盯着物体
is by moving your head gaze at objects
然后点击它
and then clicking on them.
你通过这个头部发出的射线来聚焦
So you're casting this ray out of your head to set focus.

Chinese: 
我们发现当人们第一次带上Cardboard
Something we've found is when people first try Cardboard,
他们不会大幅度移动头部
they don't really move their head
因为他们还没有真正意识到自己已经处于虚拟空间中
very much because they haven't really realized it yet.
他们就抓住Cardboard  站着不动
So they just hold Cardboard up and they stand very still,
作为设计师会有点沮丧
and that can be a little frustrating as a designer
因为用户体会不到你所构建的环境
because you've created all stuff.
所以你要做的是
So something to do with is you just
在你的交互场景中添加一个小的东西
have something interesting offscreen just a little
这个小玩意能够处于用户的视场里
bit in their field of view, something
这些东西用来吸引用户的注意力
to course them to took over at it,
让用户察觉到头部的动作可以操作它
then they'll realize that head tracking works.
只要他们做了一点头部运动
As soon as they've done even a little bit of a head movement,
他们就明白了
they get it and they start looking
就开始环顾四周了
around all over the place.
然后当你让用户开始环顾
And then as you have users starting to look around,
就要考虑充分利用
think about designs that actually
整个画布
leverage the whole canvas.
我们不再需要针对小的  2D的设备进行设计
We don't have to design for these small, 2D devices
我们可以创造一个交互界面
anymore, so we can create interfaces that actually
将能够将用户包围起来
surround and encompass the user and do
并且构建一些以前无法实现的
these really creative things that haven't been possible
交互内容
in the past.
这是一个巨大的机会
There's tremendous opportunity here.
也有挑战  因为摄像机
There's also some challenge because the camera
是自由的
has free will.
从一个导演或者摄影师
So from the perspective of a director
的角度来看
or a cinematographer where they're
他们专注于讲他们的故事
very focused on telling their story
并控制一切
and controlling everything, they're
他们会有些害怕
probably a little bit scared of the fact
用户能看到任何地方
that users can look anywhere.

English: 
Something we've found is when
people first try Cardboard,
they don't really
move their head
very much because they haven't
really realized it yet.
So they just hold Cardboard
up and they stand very still,
and that can be a little
frustrating as a designer
because you've
created all stuff.
So something to do
with is you just
have something interesting
offscreen just a little
bit in their field
of view, something
to course them to
took over at it,
then they'll realize
that head tracking works.
As soon as they've done even a
little bit of a head movement,
they get it and
they start looking
around all over the place.
And then as you have users
starting to look around,
think about designs
that actually
leverage the whole canvas.
We don't have to design
for these small, 2D devices
anymore, so we can create
interfaces that actually
surround and encompass
the user and do
these really creative things
that haven't been possible
in the past.
There's tremendous
opportunity here.
There's also some challenge
because the camera
has free will.
So from the perspective
of a director
or a cinematographer
where they're
very focused on
telling their story
and controlling
everything, they're
probably a little bit
scared of the fact
that users can look anywhere.

Chinese: 
我们怎么来处理
How are we going to deal with that?
这有几种方法来引导用户的注意力
So there's a couple ways of directing the user's attention.
其中一种是强制的方法
One of them is sort of a brute force approach,
在场景变换时进行空间旋转
just rotation on scene change.
用一个球形视频
So say it's a spherical video and the user's
让用户专注于一个功能焦点  
looking at a particular spot, but the next spot that's
而下一个焦点就放置在旁边
interesting is off to the side.
当你转换画面  并逐渐变黑
As you're doing that scene change and fading to black,
你可以直接转动球面
you can actually just rotate that sphere
所以不管用户看哪
so that wherever the user's looking,
下一个交互就在用户的正前方
the next interesting thing is going to be in front of them.
除非你逐渐变黑就不要旋转
Now, don't do the rotation unless you're
因为整个空间突然旋转
fading to black because that could make the user very sick,
会让用户感到不舒服
having the world spin all of a sudden,
这是一种引导用户注意力的方法
but that's one way of directing the user's attention.
另一种更巧妙的方法是用光来引导
Another way which is more subtle is guiding the user with light.
在视频游戏里很常用
This is a really popular one in video game design.
对于设计视频游戏的人们
So for people that are designing levels for video games,
你能知道通过一关的
you'll often notice that you just know the right way
正确的路
to go through a level.
你通常能找到正确的路  沿着这条路走
You usually find the right path and keep walking.
如果你不注意  往回走
If you're not paying attention and you go back,
通常你会看到你的路线被照亮了
you'll see that often, they're really lighting your path very
你能直观地知道正确的路
clearly, and that's how you just intuitively know the right way

English: 
How are we going
to deal with that?
So there's a couple ways of
directing the user's attention.
One of them is sort of
a brute force approach,
just rotation on scene change.
So say it's a spherical
video and the user's
looking at a particular spot,
but the next spot that's
interesting is off to the side.
As you're doing that scene
change and fading to black,
you can actually just
rotate that sphere
so that wherever
the user's looking,
the next interesting thing is
going to be in front of them.
Now, don't do the
rotation unless you're
fading to black because that
could make the user very sick,
having the world
spin all of a sudden,
but that's one way of
directing the user's attention.
Another way which is more subtle
is guiding the user with light.
This is a really popular
one in video game design.
So for people that are designing
levels for video games,
you'll often notice that
you just know the right way
to go through a level.
You usually find the right
path and keep walking.
If you're not paying
attention and you go back,
you'll see that often, they're
really lighting your path very
clearly, and that's how you just
intuitively know the right way

English: 
to go, these very subtle
cues with the lighting.
So we actually
have some examples
about this in the
Cardboard Design Lab
you can try out where people are
looking at the brightest parts.
Another thing we've been
exploring is gaze cues.
So this is where you're tracking
where the user's looking,
this ray that
they're casting out,
and then that's actually
having an impact
on the world around them.
So we have an example where
you look at constellations
and they illuminate, which
is sort of an interesting way
to make the world slightly
interactive with how
the user is looking at
things and exploring
more details of the world.
You can also use gaze cues
as a very technical technique
as you're staging things
out in your VR application.
So in the lab
right before, we're
actually teaching spatial
audio, the bell thing,
although in this
case, it's not a bell.
We have an owl.
When you look at the fire,
that triggers the owl appearing
because at this point,
we know that you're
looking at the fire.
And we know you're going
to look at the fire
because it's the
brightest thing.
So we're actually staging
the owl coming out

Chinese: 
照明是巧妙的线索
to go, these very subtle cues with the lighting.
在Cardboard Design Lab里
So we actually have some examples
我们有些例子
about this in the Cardboard Design Lab
大家可以尝试一下  人们会看着最亮的地方
you can try out where people are looking at the brightest parts.
另一个我们探索的方法是凝视线索
Another thing we've been exploring is gaze cues.
通过这个你可以用来跟踪用户当前所看的位置
So this is where you're tracking where the user's looking,
他们射出的射线
this ray that they're casting out,
实际在周围的环境中
and then that's actually having an impact
产生了影响
on the world around them.
我们有个例子  你看向哪个星座
So we have an example where you look at constellations
哪个星座就亮起来  这是有趣的方法
and they illuminate, which is sort of an interesting way
来让世界与用户进行简单的互动
to make the world slightly interactive with how
让用户通过眼睛探索
the user is looking at things and exploring
世界更多细节
more details of the world.
当你在你的VR应用中展示事物的时候
You can also use gaze cues as a very technical technique
你也可以把凝视线索作为一个技术亮点
as you're staging things out in your VR application.
在Cardboard Design Lab里
So in the lab right before, we're
实际上我们在使用带有空间属性的音频  比如之前提到的铃铛
actually teaching spatial audio, the bell thing,
虽然在这个例子中并没涉及到铃铛
although in this case, it's not a bell.
我们有一个猫头鹰
We have an owl.
当你注视着火焰  这个动作会触发猫头鹰的登场动作
When you look at the fire, that triggers the owl appearing
因为在这时  我们知道
because at this point, we know that you're
你在看着火焰
looking at the fire.
我们知道你会看火焰
And we know you're going to look at the fire
因为它是最明亮的
because it's the brightest thing.
所以我们让猫头鹰飞出
So we're actually staging the owl coming out

English: 
off of a gaze queue, and
then the owl shows up.
It's sort of a jump scare owl.
It's kind of fun.
So the final thing about
interaction design.
Let's talk about in
world user interfaces.
So the important thing
to note with VR design
is you can design
the whole world,
so you don't have
to build interfaces
in that world for the user to
use as much as you can actually
embody those interfaces
in the world itself.
So one developer in the
industry spoke about this
as don't have a
little health bar--
say you're flying a spaceship.
Instead, look out and
actually see the damage
on the wing of your spaceship.
That's a much more
interesting and compelling way
to convey that same information.
Don't have all these
little meta indicators
that are built in
because you can actually
expose that interface
in the world design.
And across the board, as we've
been doing all of this design
work, something we found is that
VR is a really powerful medium.
And there's three
things that happened
to be recently that
convinced me of this,

Chinese: 
然后猫头鹰出现了
off of a gaze queue, and then the owl shows up.
有点恐怖的猫头鹰
It's sort of a jump scare owl.
很有趣
It's kind of fun.
最后讲讲交互设计
So the final thing about interaction design.
我们来谈谈世界里的用户界面
Let's talk about in world user interfaces.
VR设计里要强调
So the important thing to note with VR design
你可以创造整个世界
is you can design the whole world,
所以在这个世界里你不需要
so you don't have to build interfaces
为用户专门设计用户界面  而是把所有的交互元素
in that world for the user to use as much as you can actually
都融入到世界里
embody those interfaces in the world itself.
所以在行业里的一个开发者说
So one developer in the industry spoke about this
驾驶飞船时
as don't have a little health bar--
不要有生命条
say you're flying a spaceship.
而是在飞船上看到
Instead, look out and actually see the damage
实际的伤害
on the wing of your spaceship.
这是十分有趣和引人注意的方式
That's a much more interesting and compelling way
来传达信息
to convey that same information.
不要有这些小内建的指示
Don't have all these little meta indicators
因为你可以
that are built in because you can actually
把界面设计在世界里
expose that interface in the world design.
话说回来  当我们做了这么多的设计工作之后
And across the board, as we've been doing all of this design
发现VR确实是一个有力的媒介
work, something we found is that VR is a really powerful medium.
最近发生了三件事
And there's three things that happened
让我确信了这一点
to be recently that convinced me of this,

English: 
just fundamentally convinced
me VR is incredibly powerful.
The first one is
I actually forgot
I was in VR, which is maybe
a little embarrassing.
This was a couple weeks ago.
So I was sitting in a
movie theater simulation.
I was at work, and I
was watching trailers,
and I hadn't seen
the trailers yet,
so they were kind
of interesting.
And then I was really worried
because I haven't started
preparing for my I/O talk yet.
So I've got multiple
levels of distraction going
on there with the trailers
and also the worrying,
and then some people right
next to me started talking,
and I turned, and
there was no one there.
And I thought, that's weird.
It's not right.
And then I realized, oh,
it's because I'm in VR.
That was the first time
that happened to me.
So I think with
enough distraction,
our minds are set
up to start taking
the input they're getting.
So you can have
these moments where--
I mean, we have this even
when you're reading a book,
you get lost in the
story of the book,
so it's very easy for people
to get lost in things.

Chinese: 
从根本上说服了我VR是难以置信的强大
just fundamentally convinced me VR is incredibly powerful.
首先一个是我确实忘了我在VR里
The first one is I actually forgot
有点不好意思
I was in VR, which is maybe a little embarrassing.
在几周前
This was a couple weeks ago.
我在一个电影院仿真器里
So I was sitting in a movie theater simulation.
我在工作  我在看预告片
I was at work, and I was watching trailers,
这个预告片我还没看过
and I hadn't seen the trailers yet,
真有意思
so they were kind of interesting.
我真的很焦急因为我还没开始
And then I was really worried because I haven't started
准备我的I/O演讲
preparing for my I/O talk yet.
所以我在看着预告片分心
So I've got multiple levels of distraction going
并且还在焦虑着
on there with the trailers and also the worrying,
然后我旁边的一个人开始说话
and then some people right next to me started talking,
我转过身  没看到人
and I turned, and there was no one there.
我想  真奇怪
And I thought, that's weird.
这不对
It's not right.
然后我才意识到  哦  我在VR里
And then I realized, oh, it's because I'm in VR.
那是第一次发生这种事
That was the first time that happened to me.
所以我认为只要足够的分心
So I think with enough distraction,
我们大脑就会开始适应
our minds are set up to start taking
所看到的东西
the input they're getting.
所以你就会产生类似的感受
So you can have these moments where--
意思就是  当我们在读书时
I mean, we have this even when you're reading a book,
会被故事所吸引
you get lost in the story of the book,
人们很容易沉浸在其中
so it's very easy for people to get lost in things.

English: 
But getting lost in
VR is quite something.
The second thing that we
found very interesting
as a team is the
industry has talked a lot
about presence, this
notion of accepting
the simulation as reality for
a moment and rolling with it.
Even more interesting
is pairing presence
with the psychological
concept of flow
where your creativity is
just completely engaged.
In this case, with the
application Tilt Brush,
you're just lost,
not just in VR,
but you're also lost
in the creative task
of sculpting and painting.
And this can be a really
interesting experience
when you just spend long periods
of time creating things in VR.
And then the third thing
that's really struck me
about VR interface
design is when
you're thinking back
to VR experiences
you had a long time ago.
So because you're engaging
so much of your mind,
like all of your spatial
memory, your sense of self
is being engaged with VR,
you know it's not real
and you can think back and you
know it wasn't real back then,
but you're still storing
a lot of that experience

Chinese: 
但是沉浸在VR里会更加有意思
But getting lost in VR is quite something.
第二件很有意思的事
The second thing that we found very interesting
行业内对于身临其境已经说了很多
as a team is the industry has talked a lot
也就是将虚拟的环境当作现实
about presence, this notion of accepting
并且与之进行互动
the simulation as reality for a moment and rolling with it.
更有趣的是将所处的环境
Even more interesting is pairing presence
和与流式心理概念相匹配
with the psychological concept of flow
这样就能将你的创造力完全连接起来
where your creativity is just completely engaged.
在这个例子  Tilt Brush应用
In this case, with the application Tilt Brush,
你不仅仅沉浸在VR里
you're just lost, not just in VR,
同样也会沉浸在
but you're also lost in the creative task
雕刻和绘画中
of sculpting and painting.
在VR里花很长时间创造事物
And this can be a really interesting experience
这真是有趣的体验
when you just spend long periods of time creating things in VR.
第三件事使我对VR交互设计
And then the third thing that's really struck me
有感触的是
about VR interface design is when
你能回想起很久以前
you're thinking back to VR experiences
你有过的VR的体验
you had a long time ago.
因为你已被深深吸引
So because you're engaging so much of your mind,
就像你的所有的记忆  所有的感觉
like all of your spatial memory, your sense of self
都被VR所吸引  你知道那是假的
is being engaged with VR, you know it's not real
你能回想起  你知道是假的
and you can think back and you know it wasn't real back then,
但你仍然记住了很多体会
but you're still storing a lot of that experience

Chinese: 
就像是你确实到过某地
as if it was a place or as if it was a thing
或做过某事一样
that you actually did.
所以回想起VR
So thinking back to VR, you're really
你是在第一时间建立用户的记忆
for the first time creating users' memories,
作为一个设计者真的很激动人心
and this is amazing as a designer
因为现在我们能真正的设计出丰富的体验
because now we can really design rich experiences
让人们认为他们真的到过某地
that people think of as places and as experiences
做过某事
that they've had.
所以这是我们团队感到兴奋的地方
So this is something the team's incredibly excited about.
当然  至今位置所发布的内容
Current contributions so far, of course,
到Cardboard Design Lab去尝试
go get the Cardboard Design Lab to try out
VR的设计原则
a lot of the VR principles.
我们也有很多的在线文档
We also have a lot of documentation online,
当然  SDK也会提供下载
and of course, the SDK is available.
接下来  我们有几分钟
And with that, we have a few minutes
来回答问题
left to take your questions.
谢谢
Thank you.
[APPLAUSE]
有问题吗
JON WILEY: Any questions?
没有吗
No?
话筒在那
Microphone right there.
去吧
Going once.
你能到话筒那吗  这样我们就能拍到你了
Can you get to the microphone so we can get it on video?
放松
No pressure.

English: 
as if it was a place
or as if it was a thing
that you actually did.
So thinking back to
VR, you're really
for the first time
creating users' memories,
and this is amazing
as a designer
because now we can really
design rich experiences
that people think of as
places and as experiences
that they've had.
So this is something the team's
incredibly excited about.
Current contributions
so far, of course,
go get the Cardboard
Design Lab to try out
a lot of the VR principles.
We also have a lot of
documentation online,
and of course, the
SDK is available.
And with that, we
have a few minutes
left to take your questions.
Thank you.
[APPLAUSE]
JON WILEY: Any questions?
No?
Microphone right there.
Going once.
Can you get to the microphone
so we can get it on video?
No pressure.

Chinese: 
你谈到了
AUDIENCE: So you talked about how
为什么要每度60像素
you need 60 pixels per degree.
如果你改变视场
If you change the field of view--
我想你提到过  你在最新的Cardboard里
I think you mentioned this, but you changed the field of view
改变视场  就会改变
in the latest Cardboard upgrade and so that changed
相应的需求
the requirements.
如果视场变得更宽  但你的设备不变
If the field of view is wider but you have the same device,
你会伸展它么
are you stretching it further?
是的
ALEX FAABORG: Yeah.
如果你增加视场角
So the pixels per degree will actually
每度的像素数会下降
go down if you're increasing the field of view.
那这些镜片有什么特殊的吗
AUDIENCE: Then how much of this is lens specific?
如果我有Gear VR Oculus设备
If I have the Gear VR Oculus headset,
那些镜片和Cardboard里的镜片不一样吗
are those lenses different than the Cardboard
APP需要重新设计吗
lenses and the apps need to be designed entirely differently?
对于Cardboard的程序
ALEX FAABORG: So for the Works With Cardboard program,
用户可以扫描设备上的QR代码
the user will scan a QR code on the device
可以交换所有的物体的信息
and that communicates all of the object's information
所以开发者不必担心
so the developer doesn't have to worry at all about all
物体在那
the objects out there.
谢谢
AUDIENCE: Thank you.
你好
AUDIENCE: Hi.
感谢你关于VR和Cardboard的简介  很精彩
Thank you all for your amazing insights into VR and Cardboard.

English: 
AUDIENCE: So you
talked about how
you need 60 pixels per degree.
If you change the
field of view--
I think you mentioned this, but
you changed the field of view
in the latest Cardboard
upgrade and so that changed
the requirements.
If the field of view is wider
but you have the same device,
are you stretching it further?
ALEX FAABORG: Yeah.
So the pixels per
degree will actually
go down if you're increasing
the field of view.
AUDIENCE: Then how much
of this is lens specific?
If I have the Gear
VR Oculus headset,
are those lenses different
than the Cardboard
lenses and the apps need to be
designed entirely differently?
ALEX FAABORG: So for the
Works With Cardboard program,
the user will scan a
QR code on the device
and that communicates all
of the object's information
so the developer doesn't have
to worry at all about all
the objects out there.
AUDIENCE: Thank you.
AUDIENCE: Hi.
Thank you all for your amazing
insights into VR and Cardboard.

English: 
I'm a little piggybacking
off of the prior question.
I wanted to ask your thoughts
on a user's experience
in Cardboard versus something
like Gear or Oculus,
and perhaps something that
is a more high fidelity
in the actual experience,
and your thoughts
on the differences
between designing there
and what you recommend
for users to really get
that first amazing experience
that doesn't have nausea,
that accounts for
parallax effect,
and those types of things.
JON WILEY: Yeah.
I think there's a spectrum
of capability of devices
out there, and so taking
into account the capability
of the device is important.
For Cardboard, we tend to
think of it as snackable VR.
It's not for long
duration experiences.
Really, if you're going
to, as I was saying
at the very top of it, which is
every capability that you add
increases the constraints
around making sure

Chinese: 
我捎带一些之前的问题
I'm a little piggybacking off of the prior question.
我想问你关于Cardboard对比
I wanted to ask your thoughts on a user's experience
其他像Gear或Oculus的用户体验的想法
in Cardboard versus something like Gear or Oculus,
也许那些实际体验
and perhaps something that is a more high fidelity
有更高的保真度
in the actual experience, and your thoughts
关于不同设计的想法
on the differences between designing there
对用户你推荐什么
and what you recommend for users to really get
来得到第一次精彩的体验  而不会由于视差效果
that first amazing experience that doesn't have nausea,
感到恶心
that accounts for parallax effect,
之类的东西
and those types of things.
是的
JON WILEY: Yeah.
我认为不同设备的能力不一样
I think there's a spectrum of capability of devices
考虑到装置的能力是
out there, and so taking into account the capability
非常重要的
of the device is important.
对于Cardboard  我们认为它是一种快餐式的VR
For Cardboard, we tend to think of it as snackable VR.
它不是为了长期的体验
It's not for long duration experiences.
真的  在最开始我提过
Really, if you're going to, as I was saying
每个新加的功能
at the very top of it, which is every capability that you add
就增加了周围的约束
increases the constraints around making sure

English: 
it's golden in terms
of the experience.
And so you can create
a richer experience
with a more capable
device, but you just
have to be extra, extra
careful to make sure
that the experiences
is really living up
to the expectations
of the device.
So with devices like
Cardboard, at least today,
given today's mobile
phone technology,
it doesn't have
the full six degree
of freedom tracking that
you move around in a space,
so you just have to
be cognizant of that
and designing for the
limitations of the device.
I actually think
that the best designs
come from not working
against the system
but working with the system
to create a good experience.
And so if you've got a
high end system that you're
designing for, that's awesome.
You can create amazing content.
But I still think
that amazing content
can be created on more
restrictive systems
if it's playing to the
strengths of that system.
I think we've got
time for one more.

Chinese: 
就体验而言确保它是重要的
it's golden in terms of the experience.
你能用更强大的设备
And so you can create a richer experience
创造更丰富的体验
with a more capable device, but you just
但你必须额外注意
have to be extra, extra careful to make sure
体验是建立在
that the experiences is really living up
设备的硬件功能上的
to the expectations of the device.
所以像是Cardboard的设备  至少是今天
So with devices like Cardboard, at least today,
基于现在手机的技术
given today's mobile phone technology,
它没有完全的6轴的
it doesn't have the full six degree
跟踪你在空间里的运动
of freedom tracking that you move around in a space,
所以你必须弄清这个
so you just have to be cognizant of that
并在设备的限制下设计
and designing for the limitations of the device.
我认为最好的设计
I actually think that the best designs
不是对抗系统
come from not working against the system
而是和系统共同创造好的体验
but working with the system to create a good experience.
如果你要为一个高端的系统设计应用
And so if you've got a high end system that you're
那是很棒的一件事
designing for, that's awesome.
你能创造很不可思议的内容
You can create amazing content.
但如果能够充分利用系统性能
But I still think that amazing content
我认为很牛的东西也可以
can be created on more restrictive systems
基于有一定限制的系统进行开发
if it's playing to the strengths of that system.
我们还有一个问题的时间
I think we've got time for one more.

English: 
AUDIENCE: You kind of touched
on a little bit of user input
and, you have
basically one button
to interact with the system.
Are there any plans
to up that ante
to maybe allow users to
be more specific on input,
like typing or voice
or things like that?
JON WILEY: So I think part
of the magic of Cardboard
is the simplicity of
the system, and in fact,
with the version we
announced yesterday,
we actually made it a
lot easier to assemble.
So if anything, with
Cardboard, we're
going to keep pushing
to make it more simple.
But that said, we just
showed the Tilt Brush example
and the notion of
presence and flow.
Like with Tilt Brush, if
you can try Tilt Brush,
I highly recommend it
because you can really
get that sense of
working with your hands
and working in space
and things like that.
But as I was saying in
the previous question,
every single time you
raise the capability,
raise the expectations
for the experience,

Chinese: 
用户的输入是要触摸
AUDIENCE: You kind of touched on a little bit of user input
基本上需要一个按钮
and, you have basically one button
来与系统交互
to interact with the system.
有没有什么计划
Are there any plans to up that ante
来针对用户输入进行深度开发
to maybe allow users to be more specific on input,
比如打字  语音  或者其他
like typing or voice or things like that?
我认为Cardboard的魅力之一就是
JON WILEY: So I think part of the magic of Cardboard
系统的简洁性  事实上
is the simplicity of the system, and in fact,
昨天发布的新版本
with the version we announced yesterday,
是的功能构建起来更加方便
we actually made it a lot easier to assemble.
所以对于Cardboard
So if anything, with Cardboard, we're
我们会继续让它变得简洁
going to keep pushing to make it more simple.
但还要说  就像刚才展示的Tilt Brush
But that said, we just showed the Tilt Brush example
存在和流动的概念
and the notion of presence and flow.
像Tilt Brush  你可以试试Tilt Brush
Like with Tilt Brush, if you can try Tilt Brush,
我强烈推荐它  因为你可以
I highly recommend it because you can really
感到你的手的运动
get that sense of working with your hands
在空间中的感觉
and working in space and things like that.
但是就像我刚才说的
But as I was saying in the previous question,
每次你提升了能力
every single time you raise the capability,
就提升了体验的预期
raise the expectations for the experience,

English: 
you have to be extra
careful to make
sure you're designing for that.
So that's one of
the reasons why we
want to keep Cardboard really
simple because that's actually
playing to the strength
of a great experience
for a Cardboard class.
MANUEL CLEMENT: I just
wanted to add Cardboard,
you put it very
quickly on your face
for a snackable experience.
Your hands are also busy
holding it and then handing it
to your friend, like, oh my
gosh, this looks amazing.
So your hands are this
very social experience.
So your hands are
used there already,
so it's something to think
about as you build experiences.
Your hands will be on there.
AUDIENCE: On that note,
is length of experience
a factor that developers
should-- like length of time
that the experience lasts?
JON WILEY: Yeah.
I think for Cardboard, you
want it to be, as I said,
snackable experiences, so more
like more traditional YouTube
content versus like a long
form experience of Cardboard.
Thanks, everybody,
for coming out.

Chinese: 
你必须要额外
you have to be extra careful to make
对它设计
sure you're designing for that.
所以这就是我们
So that's one of the reasons why we
保持Cardboard简洁的原因
want to keep Cardboard really simple because that's actually
这样才能充分发挥Cardboard的
playing to the strength of a great experience
强大威力
for a Cardboard class.
我想再说一点
MANUEL CLEMENT: I just wanted to add Cardboard,
你能很快的把它放在眼前
you put it very quickly on your face
很快的体验一下
for a snackable experience.
你的手还是拿着它  然后传给你的朋友
Your hands are also busy holding it and then handing it
比如  哦  天哪  真棒
to your friend, like, oh my gosh, this looks amazing.
用手操作是非常自然的
So your hands are this very social experience.
因为你的手已经在那了
So your hands are used there already,
这是你在用户体验方面需要考虑的
so it's something to think about as you build experiences.
你的手已经在那了
Your hands will be on there.
在开发要点里  用户体验的长度
AUDIENCE: On that note, is length of experience
比如用户操作的时间长度是不是开发者需要
a factor that developers should-- like length of time
考虑的一个方面呢
that the experience lasts?
是的
JON WILEY: Yeah.
我认为Cardboard  你是想让它  就像我说的
I think for Cardboard, you want it to be, as I said,
成为快餐式的体验呢  还是像传统的YouTube内容一样
snackable experiences, so more like more traditional YouTube
成为长时间操作的Cardboard呢
content versus like a long form experience of Cardboard.
感谢大家的光临
Thanks, everybody, for coming out.

English: 
[APPLAUSE]

Chinese: 
[APPLAUSE]
