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Understanding machine learning models
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How Google uses logic in machine learning
You will need to account for real-time shared experiences between users.
This is NOT a 1:1 design process anymore, it is one-to-many, and then many-to-many.
This will constitute a HUGE shift in the way that applications are designed, because the state of your application for one user will change depending upon the state of your application across other users who are sharing the same experience.
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MORE IDEAS ON THIS
In the next ten years, especially with Facebook Meta, crypto, NFTs, and online-only content, AR & VR(augmented reality and virtual reality) will absolutely take the world by storm.
We will begin to see it everywhere from education, to scientific applications, research, entertainment, naviga...
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We can assume that most interactions will be visual, track with eye movement, thumb controls, reach-depth, speech recognition, head-tilt gestures, and a whole lot more.
The reason it’s so important to consider these additional types of input, is that they will fundamentally change the way t...
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AR/VR applications will be surface-less, multi-type input, and will allow for real-time shared experiences.
Surface-less interactions:
Understand right now that you’re more than likely used to designing for either a mouse and keyboard or touch-screen respectively, but in AR/V...
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Augmented Reality
In AR, reality is overlaid with user interfaces, mixed with effects, modified, manipulated, and otherwise presented to the user as an augmented version of their normal reality.
Virtual Reality
By contrast, in VR, reality is ful...
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AR takes the feed from front-facing cameras, LIDAR (Light Detecting and Ranging), and other inputs, creates depth-maps, and uses constant field-watching to update the UI and feedback through the device. This environment co-exists with and is interdependent with the real world.
VR takes the ...
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In order to start designing in AR/VR, we have to understand that we are no longer constrained to a particular device “size” but rather designing for the human eye itself.
This FOV (Field of View) exists between the human eye and the viewport surface.
This is key, because while your ...
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Understanding augmented reality, virtual reality, and designing for AR/VR experiences.
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