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Creating MR Experience

  • Writer: Marine Tiria-Brown
    Marine Tiria-Brown
  • Sep 3, 2020
  • 1 min read

In Des 241: Mixed Realities, Billinghurst talked about affordances within components. I think that this lecture was beneficial to learn and take note of which is why I chose to post a blog about it.


An affordance is the perceived and actual properties of an object, mainly those fundamental properties that determine just how the object is possibly used.

A physical affordance has the look and feel of a real object, it should have shape, texture, colour, weight etc and an industrial design.


A virtual affordance has the look of virtual objects, is a copy of the real objects and an interface design. Affordances in VR are designed interface objects that show how they are used through visual cues to show possible affordances, perceived affordances matching with actual affordances and the expected behaviour of an object. An example of this would be virtual object that are able to be picked up or virtual buttons that can be pushed.



Billinghurst, M. (2020). Design Principles for MR [PowerPoint Slides]. Canvas. https://canvas.auckland.ac.nz/courses/45453/files/5374117?module_item_id=960743








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