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VR UX: An Introduction

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Introducing VR UX: A weekly miniseries that gives you insight into some of the best practices for creating immersive and enjoyable experiences for the users of your VR game or application.

Hi, I'm Seth Schneider, and this is VR UX. For the next 11 weeks, we'll take a close look at the user experience best practices for VR that will help make your VR experiences more realistic and immersive. We'll also take a look at research and cutting-edge techniques that will bring your VR world to life.

Since launch, the VR industry has grown in several ways. With the release of the Vive* and Oculus* systems in 2016, developers have had the opportunity to dive in and bring their VR experiences to larger, more diverse audiences, and have learned how to drive the next level of immersion.

Some of the ways VR has grown: Premium VR systems, such as the Oculus Rift in HTC Vive, are readily available. Mainstream VR systems, like Windows Mixed Reality have brought VR experiences to more users. And developers and publishers are exploring how to use the new experiences that VR technology can enable. VR experiences demand more compute power than ever. And Intel wants to help you squeeze every bit of performance out of your hardware to make VR more realistic and immersive.

We are excited to bring you this series over the coming weeks. Please comment below with topics you would like to see us explore. And you can expect to see a new episode every Tuesday, up until GDC 2018 in March. Thanks for watching. Don't forget to like this video, and subscribe to the Intel Software YouTube channel. And we will see you next week for more VR UX.