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Human-Centered Design

Ethical Reboot in an Extended Reality towards Creating a Fair Data Economy!

Ethical Reboot in an Extended Reality towards Creating a Fair Data Economy!

Our experiences are multifaceted and amplified in Extended Reality [XR] mode where humans interpret the world through multiple lenses. The growing prevalence of augmented and virtual environments is set to extend our collective cognizance. As we reboot together, we have an opportunity to avoid negative consequences in XR systems enhanced by Autonomous and Intelligent Systems where society must proactively seek solutions, set standards and adopt methods that can enhance access, innovation and governance to ensure the human wellbeing. By adopting a lens of pragmatic introspection, society can envision a positive outcome for all the inspiring and immersive realities humanity will encounter in the near future. Could we possibly create a Fair Data Economy by rallying around the Fair Use of Data?

Human Centered Design with Physical Props

Human Centered Design with Physical Props

Whereas consumer virtual reality (VR) systems can support scenarios that are quite visually and aurally realistic, most of today’s VR hardware is lacking when it comes to physical touch.
Although not widely done, enhancing existing VR systems with physical props and other physical cues can enable users to feel what they see. This can lead to users feeling more grounded and trusting of the virtual world as if they are actually present. This talk will explore where such physicality is important and present some example props and use cases.
Attendees will leave the talk with ideas of why and how they might incorporate physicality into their XR simulations.

Naturally Intuitive, Naturally Accessible: What’s natural about interfacing with XR

Naturally Intuitive, Naturally Accessible: What’s natural about interfacing with XR

The popularity and instant success of touch screens corresponded to the innate desire for humans to experience interactions with a computer in a natural way. It’s intuitive to tap, swipe, and pinch on a two dimensional surface. When the system responses are logical and meet our expectations it feels natural.

Consider the third dimension of virtual reality and things get more interesting. How natural Is it to hold a controller and use the grip button to grab an object? Of course it’s more natural to reach out your hand to grab an object directly, but given today’s technology, that too is fraught with complexities that result in constraints that don’t feel all that natural.

Step into the near future of spatial computing where we will be surrounded by a proliferation of sensors, data, and artificial intelligence; where virtual objects will coexist with actual objects in the physical world. Here, the challenges of designing a natural human interface expand exponentially. But so do the possibilities.

Suzan will take you through her current research, explorations and imaginations in interaction design for XR and share what she’s learned along the way about natural interface design, the constraints of the technology, accessibility and smart interfaces.

Skill-to-Job Advanced XR Modules for Universities

Skill-to-Job Advanced XR Modules for Universities

1. Skill-to-Job Advanced XR Modules for Universities (Physics Based Interactions, Rendering Optimization, Remote AR) The XR skills Gap (by quality & quantity)

Understanding the skills and tools required by industry today How to prepare students and XR enthusiasts with advanced skills? Mentorship & Peer to Peer learning through online tools XR Job Opportunities for junior and senior XR roles.

XR Bootcamp Lightning Talk: Advanced Interaction Design & Hand Tracking

XR Bootcamp Lightning Talk: Advanced Interaction Design & Hand Tracking

You will learn how to improve interaction design and hand-tracking! Attendees will learn time-saving tips and tricks when prototyping VR apps and learn some fundamental practices for building lifelike hand interactions. What we will cover: Practical tips on challenging hand-tracking and interaction design topics Spatial thinking! Going from pancake to spatial (2D -> 3D) Using video games as instruments of design