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Getting Started with React VR

You're reading from  Getting Started with React VR

Product type Book
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Pages 294 pages
Edition 1st Edition
Languages
Author (1):
John Gwinner John Gwinner
Profile icon John Gwinner
Toc

Table of Contents (20) Chapters close

Title Page
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface
1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Going loco–VR locomotion


I used to get carsick as a kid. VR can do this to you too — the reasons for this were discussed earlier while introducing VR, but this is a very important topic, so it bears repeating.

If you move a point of view, independently of what the user is doing (user agency), the brain knows that it didn't move. Yet, the brain also sees the world moving through your (VR) eyes. The brain then relies on a very ancient, important survival characteristic—you will think you've been poisoned.

When you've been poisoned, your body is very good at emesis. In less clinical terms, you throw up. Your body figures that something is trying to kill you, so it just gets rid of whatever is in your stomach as a panic reaction.

So, how do you move around in VR? How to enable VR locomotion without making people loco?

Types of VR locomotion

A discussion of VR locomotion wouldn't be complete without discussing VR controllers at least a little bit. What you've got in your hands, under your feet, holding...

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