Welcome to the finale of a three-part series on spatial computing ergonomics. Here are the links to the other parts:
Part III: Anatomy and Best Practices (you are here)
In previous parts, we learned the ergonomics of spatial computing are not in great shape yet, but there’s hope! Drumming technique has a lot of lessons to offer, including awareness of a safe ergonomic range for elbow motion.
But we still need to cover WHAT that range is and WHY…
Welcome to Part II of a three-part series on spatial computing ergonomics. Here are the links to the other parts:
Part II: Why Drumming Tells Us Everything We Need to Know (you are here)
Part III: Anatomy and Best Practices
In Part I, we covered that spatial computing is a young industry full of ergonomic problems, and one of the most prevalent early problems is rampant shoulder fatigue. We need to branch outside of our niche field to find examples of how to use our bodies without hurting ourselves.
Welcome to a three-part series on spatial computing ergonomics.
Part I: Is Arm Fatigue a Non-Starter for Spatial Computing? (you are here)
Part III: Anatomy and Best Practices
An old wives’ tale has been shared hundreds of times throughout the spatial computing industry. It goes like this…
“On the set of Minority Report, Tom Cruise needed riggers to tie his wrists up to the scaffolding (marionette-style) because his arms got so tired from shooting the opening scene that he couldn’t lift them on his own.”
I have no idea…
Want to start Twitter drama among the hardcore nerds of the spatial computing industry in zero seconds flat?
Let it never be said that we don’t feel things about our jargon.
BUT… we do take terms for granted sometimes.
For instance, do you remember the first time you chatted up a fellow nerd at a meetup, and someone said “6DOF”? And you had never heard that term before?
If you’re like me, you once struggled as an industry noob to find the right balance of telling the truth (admitting your noobishness) versus just keeping your mouth shut and hoping no…
Great article! There's something more in addition to promoting empathy while avoiding trauma with atrocities like the Holocaust. In addition to how VR can make people feel about it, it's also just an important teller of fact vs. fiction. A big part of it is recording the highest-fidelity account of the actual history so that no one can spread false propaganda later. When my team worked on The Last Goodbye for the SHOA Foundation, the foundation was highly motivated by the rising prevalence of Holocaust deniers online. Having a photogrammetric record of the entire concentration camp in VR with a…
Diegesis, noun (“die-uh-jee-sis”)
Diegetic, adj. (“die-uh-jet-ic”)
Yay, more industry jargon!
Just kidding. Diegesis is actually not an XR term at all. It is borrowed/stolen from other fields. It’s actually as old as the art of storytelling. In XR, we have plenty of jargon specific to our industry, but every once in a while, it helps to let other fields do the jargon heavy lifting.
Diegesis is alive and well today in books, plays, and movies. From its Greek root, it means “to narrate.”
Another way to view it is a common phrase among novelists and screen writers:
In other words…
You’ve heard the term “Metaverse”. You’ve heard people say “that’s so meta”. Philosophy has used the term “metaphysical” for generations. Before we start sorting through definitions, I want to stress that my goal here is to create clarity, but I fear everything I’m about to write is destined to do the opposite. Oh well. Down the rabbit hole we go.
In spatial computing, we have a concept called a transform. It defines spatial context for a single object. It almost always defines position, rotation, and scale, and sometimes a few other things like volume or surface area. …
A Spatial Design Manifesto:
Where are my XR UX people at? I wrote a manifesto just for you. That’s right. All five of you.
Is it just me? Or does almost every XR UI cling to tropes that came from web, mobile, and desktop?
Here are a few layouts from reputable XR companies: