[Music] hey welcome everybody thanks for coming out I'm Adam glazier I'm a UX designer on Google Earth VR and on other VR and AR apps at Google and so me and my colleagues worked on earth VR for the past few years and we're gonna share a little bit about some of the UX struggles and solutions that we went through to get there but before I do I'm gonna share just just some brief background on Google Earth so as you know about 14 years ago Google started exploring the idea of mapping the entire Earth and we started out with satellite data but then we started using planes and cars to collect imagery did more imagery data and using that we used photogrammetry to slowly build a more complex 3d mesh of the entire Earth we
we released this on desktop and mobile and you know this was fine but really the medium needed to be unlocked like you're there and VR is the first time that we were actually to able to experience this data in the way it was meant to be which was really fantastic but in order to do that getting this to run at 90 FPS at rendering the entire Earth 10 milliseconds every frame was extraordinary difficult using the existing code base so to do this just consider the fact that like in your average city is millions of triangles and as you zoom out you exponentially start to grow that until eventually the entire planet you're looking at millions of our trillions and trillions of triangles on top of that we do atmospheric shading atmospheric scattering realistic time-of-day
simulations and so we need to render all of these things in such a short amount of time with no dropped frames so to do this we need to improve on the architecture of the existing experience by we started with frustum Colleen draw call batching and a bunch of other ways to eliminate the bottlenecks caused by the existing pipeline now last year before we released Google Earth VR we talked about this at SIGGRAPH so if you're interested in the rendering optimizations and ways that you can render entire planet go back and watch that talk we give some some insights there so the first thing we did when we got a prototype vibe we were one of the first companies to get the vibe with the tag room demo we put people in this like our founders Sara Larry and Sergey Brin and JJ Abrams and
immediately they wanted to go further than the the limit of the three meter by a three meter room they wanted to go down the street or over the mountain and really explore around so to give you some context at this time this was about two years ago we had a prototype vibe there were a few demos but no great examples of even just how to get short distances so we essentially had no idea what you were doing so we did the first thing we thought of which was allow the user to point somewhere and wherever their ray intersects will teleport them there instantly this was really convenient because you could get to the top of a mountain instantly but if you've ever tried this with large distances like it works well in small spaces when you're going small distances but if you go to the top of a mountain users would get there and look around and then look down and realize oh they're on top of the mountain so you
know it's a it's a good idea in theory but in practice it didn't actually work and this was fine but users also wanted a higher view or a lower view so we gave them the ability to scale themselves by clicking up and down on the touchpad they could grow and shrink themselves and they got those views they desired but there was a problem that came up is they would teleport towards a building or montón and then they would say oh I want to see what this is like at human scale so they'd scale themselves down and as they did that something unexpected happened which is that building or mountain starts to drift further and further away so that thing that was just 2 meters in front of them also all of a sudden goes way outside the room so you'd end up with this clunky teleport scale scale scale teleport scale scale scale just to get at human scale in front of a door or at the base of a mountain so to make up for
the loss of context with teleport we tried step teleporting by just incrementally getting the user closer and this worked ok but it felt a little clunky and it broke immersion because every time you jump to a new place it just feels artificial and and then as you can see on the way to the top of the mountain the person ends up with their feet not on the ground so if they stop or look down on the way a lot of people end up feeling disorient are sorry I'm discomfort or have the fear of heights so to make up for the fear of heights we just kept their head in the same place and scaled themselves so that their feet were always on the ground and at the time this was just a crazy experiment we thought people would get really sick if we just scale them and up and down as they're going but it actually worked really well so then we tried another thing that we knew we weren't supposed
to do which is like flying the user so instead of this deft motion it's continuous motion and we keep their feet on the ground during this and this worked the best for preserving immersion so people didn't lose context on the way to where they were going whenever they stopped their feet were on the ground but there was one big problem which is it made 95% of the people sick because what they see and what their body feels doesn't match so we have this problem flying was awesome in all these ways but it made basically everyone feels sick and tell port was convenient but you lose context and you break immersion so we wanted to be somewhere in the middle we wanted Total Immersion it easy to use there's no context loss and no nausea so we came up with a really cool trick to solve this which we call tunnel vision so as
you can see in this video about half way through in the outer edges of the users view we project a grid on the floor and a horizon line so what this does is it similar to the effect of being in a living room or a theatre where the stuff on the TV is moving but your living room is not and it's that outer area that tells your body ok this is ok I'm not moving it's just the stuff on this screen but it turns out you don't need a rug in a couch and you don't need it to be an entire room you actually only need about 15 percent of the users field of view instead of a rug you can just project a high contrast grid on the floor and it turns out the horizon line is also a really important factor to help provide the users with balance so with tunnel vision and scaled flying we got somewhere close to the middle of our goal we lose a little bit of immersion
because some people notice the tunnel vision but we feel like this is a good combination and it it's worth it now when people fly really really high into the atmosphere another problem emerged which is people will look down and they would get tired of looking down at the earth and trying to find what country they're on and if the earth wasn't rotated perfectly north they would just be completely lost so we allow users to put the earth in front of them and always keep north up and then we project a transparent floor under them so they don't feel like they're floating in space once we did this users immediately wanted to grab the earth and and zoom in and out so we use the same flying mechanism to enlarge the earth or shrink it and we always keep the surface of the earth same distance so as it grows it doesn't engulf them and to solve dragging what
we did was we put a proxy sphere on the earth where the sphere is the size of the Earth's crust and wherever there ray is intersecting we make sure that as they move their controller that intersection point of the proxy sphere tracks with their array and then we update the Earth's rotation to match that proxy sphere but when the users standing on the earth now that proxy sphere is size of the earth it's huge and when the users intersection point is on the ground and they're dragging the Earth this works well however if the user points above themselves now the proxy sphere is above them but they end up dragging themselves into mountains and buildings and for some reason people don't like that so we came up with this cool trick which is a proxy cone and we call this cone drag so the way it works is on the proxy cone the tip of it's at
the base of the user's foot and the base of the cone is where the user's Ray intersected the earth geometry and by doing this it means that that intersection point now just runs along a cone and this works really well users almost never end up going into geometry like a mountain or a building so you can do really cool things like this with it you can hop from the tops of buildings it just feels really effortless to get around so I just shared a bunch of things but if you're going to take four things away we felt like scaled flying worked the best scaling meaning scaling the user keeping their feet on the ground and smooth movement but that only worked really well if you couple that with tunnel vision about 5% of our users can turn tunnel vision off and not feel sick but the rest need it and if you're gonna do dragging at different elevations cone
drag is the way to go and putting the globe in front of users is really important for to get around so once we got all these things implemented you know it it technically worked but it didn't feel as great as we wanted and so to get the feel right I'm gonna introduce a pair to talk about that Thank You Adam hello everyone my name is Erik Olson I'm an engineer on the team I'm gonna talk a little bit by the work we did once we had performance rendering in place and the navigation methods kind of figure out because honestly once we were there we thought we were very close to being done and we were a little bit surprised when we showed it to test users and they didn't have more of an emotional response we would get feedback such as it feels artificial it's dead it's silent and I'm gonna cover what we did to improve two of our most popular
navigation methods drag and flying and then briefly mention a little bit what we did with background sound first of all so we started off by implementing drag very similar to regular Google Maps regular Google Earth we shoot array from the controller and we get an intersection point and this is kind of some sort of direct manipulation it moves one-to-one with how you move it and this this felt pretty good when when the plan is very small in front of you but in cases when the plan was below you and you were at a pretty low scale very small movement would move the planet it was almost like the planet doesn't have any weight at all and we want to create this like immersive feeling of like we want to simulate that the planet should be very heavy it should be something that you can relate to we also identified that just by like starting this dragon gesture by pressing the trigger button it was very hard to do so
without moving the hand just a little bit and depending on where you're pointing this could cause this like nasty jittering effect which is very unpleasant and it just once again it just kind of ruined immersion a little bit this no sort of wait so what could we do to improve this the first thing we tried was distance-based smoothing we recognize that the further way you're pointing the more sensitive it gets for very small changes in the controller and we came up with a scheme that would do much more aggressive smoothing the further way this intersection point you get was and this was great for reducing that jitter effect that we saw but it didn't really help like making the planet feel heavier like when still when you were dragging right below you it was reacting a little bit too much so we went back to the drawing board and we thought in real life if you have a
really heavy object in front of you and you push it it's not gonna move until you have given it enough force and that is because you have static friction fighting back and we thought maybe we can simulate the interaction points using some physics based physics based model and we ended up choosing a spring because then would be very trivial to try static friction and then we can switch into kinetic friction once we pass a certain threshold that we can choose damping ratio so we'd get rid of overshoots from from the spring and the cool thing about this was like now when you started your dragging gesture and just move the control just a little bit nothing would move it was it was fighting back the problem with this method was there was how do you pick your spring parameters like as Adam was talking about earlier we have this scaled flying method like we can constant leave the user in a different scale at any time how do we come up with such a parameters that it works in any scenario like high scale low scale you
point you're far you're pointing low and it got really complicated and it didn't really feel like it was a little bit we were a bit nervous that like there would be cases what did this would not work work out at all so we realized we probably can end up need something that's more robust even though like this showed great promise and the thing that worked the best for us was using filtering so in this in the next slide is coming up you remember it was to be shooting a ray from the controller so imagine that is the the red ray coming out here and then we take this through a filter and we get a blu ray so it's gonna be some difference between the red and the blue and so it's basically like we are applying the filtering you can think of it as in your plank filtering on the controller which means position and rotation and this also means that these two rays they're not guaranteed to like start from the same position they can have completely different orientation all right so the
the filtering we chose was low-pass filtering and we have two different low-pass to two different filters we have a very strong low-pass filter and a much weaker one and when you start the dragging gesture right in the beginning then we apply this super strong low-pass filters so you basically get almost no movement at all to simulate this static friction effect we had earlier and the further away you get from the initial position or initial rotation then we're starting to apply more of the the Lewis low-pass filter which introduced is like nice like lagging effect that the spring gave us earlier and now what's good about this since it's working on the controller we guarantee it is gonna work in any scale in any scenario because the controller in relative motion to you it's gonna be pretty much the same this introduced a different problem like now we do intersection with this ready that is not even guaranteed to be attached to
controller and more what are we displaying to the user to communicate this should we show the post fields array that's like disconnect that problem now that would feel weird we ended up settling for an approach where we take the intersection of the post filter ray we project it to the prefilled array this end up creating us a really nice hall and we can use this hole to place control points in a cubic Bezier and then we always guarantee to have a very smooth rendering curve at any time and just to make this look a little bit more nice we fade out the positive towards the end of the curve because otherwise you end up with this awkward thin spaghetti looking thing that's like axial link between you and the planet so that worked pretty well we also wanted to simulate some sort of resistance like okay it's not moving now like you reintroduce like static friction and lag like the plan is fighting back like we want to win a similar resistance in real life if you let's say you attach like a rope to have
it I have an object that you pull this rope it's you're gonna feel this resistance and we thought of we thought that we could use the haptics of the controller to like achieve something similar to this so what we do we for two sequential frames we take this pour this intersection point of the post filter raise and then we compute the Delta angle between these two points and the head and this gives us a very nice like one scalar value that we can feed into the strength of the haptics and we can use the same nice value to be the input for the sound system so for the drag effect in earthly art we ended up making a slow dragging sound and a fast dragging sound and then based on this value like it became very easy to just like blend between them depending on this Delta angle value so just demonstrates the red lace you see here this is like a debug render we have like the more aggressive you drag you see that the Delta between these two becomes bigger and then when you stop moving it will always catch up in the end and if
you remember the previous slide when the drag was reacting like very like once a while and it was very artificial like I think this demonstrates like now it feels more like natural it's it's still kind of that's what you wanted to do but it feels a little bit more like we added weights secondly I want to cover flight speed so we realize like scaled flying is probably the method that people like using the most and the question is like what kind of flight speed are we're gonna choose because we are constantly changing the scale and many of you in here probably heard like we're in the video space it's we heard many times that doing acceleration in VR can lead to motion sickness and we should avoid it as much as we can so the first thing we tried was to to pick a constant flight speed in the room space which means that like Houck how big you perceive things how
should I say this you are in your like if you if you manage your we world space flight speed like it changes but how how close your to things it's always gonna you're gonna find the same speed and this worked pretty well for high altitudes but as you went down to like lower altitudes it felt like you end the dislike area of mud it was super frustrating for users to fly around like you you would like to get stuck and it was like very irritating so we needed to do something about this so we we realized like maybe we should like go against the device and maybe introduce some acceleration who knows so we came up with this power curve which basically means that in room space we fly faster at lower scales and then as the scale gets bigger we slowly like reduce the speed in room space and a cool trick about this was that if you
see here the the orange curve we thought that it evaluate converges to was a little bit too low and we actually used switch to like a different constant speed after a certain scale and you might think like oh that it's probably really crazy that's a really discontinuous acceleration that must feel really bad but in reality like you try it you fly around like there's so much things are happening you change the scale that's it's not that noticeable so I thought that was a cool trick that kind of just worked out and to demonstrate so if you remember it was like this like gloob effect earlier when you find low and now we have kind of like it feels very natural like even though like you saw the kerberos curve earlier is very nonlinear as of last week we we launched a new version earth VR and we have this new mode called fixed human scale so instead of scaling the user always having the feet on the ground we have an now have an option to always lock to users at human scale which means scales one which is this blue line you
have it to the left and then the question is like okay what do we do about flight speed now should we keep them at this like high five speed like this was the highest room space flight speed you had before but I think what end up happening for very high altitudes you're basically like not moving at all and it gets even worse if you fly up to the clouds like you can probably spend hours not getting anywhere like you're moving in let's say 9 meters per second but like that doesn't really matter like if you compare that to a rocket ship or something really fast so we needed something different we still wanted to think it had great value that you don't fly too fast in this fixed human scale mode we're at low altitudes because now it really give this like big it really gave this sense of scale like you really feel like wow the planet is huge it actually takes me a while to get to places so we want to preserve that somehow but still make it possible like up in high altitudes to travel faster we ended up creating three regions one the
first renu see here with the blue curve stars this is this long linear region so we we slowly increase the flight speed in room space depending on the altitude and then we have the third region which is to the very like to be very far even even outside of this graph where we have a linear flight speed model which is pretty much the same as if you have this scale always changing and constant speed in room space and then in the middle region we blend between these two modes the challenge here that we were struggling with we had this case like we had a pretty good idea how fast it should be near the ground and how fast it should be up in the clouds how do we make this feel very fluid so when you're like you dive down a flight flight downwards how do you make it feel natural so you don't end up in this a new gluey region where it's like oh man like it's so much slower here and I think the finding findings were that the longer the bigger you make this transition region the less of this effects you get so once you have all
these things in place you're flying around it feels great you can explore anything in the world but it still doesn't feel like as immersive as we wanted to we realized we need we need a rich soundscape that really sells this idea of flying so ideally in an ideal world we we have this location-based background sounds like wherever you go in the world you like you can just listen to the sound and you know exactly where we are unfortunately this is kind of a hard problem because it turns out this planet is very big and we didn't really it was not really feasible for our project so instead we developed these four location neutral sound that can work and we're divided them into four different regions so we have a ground region which is like things are very calm birds chirp in the background then a second region like more higher up almost close to the clouds like it's very windy it's like where the airplanes would go by and then we have the atmosphere and
space layer where things are much more bass is rumbling and then we take the users altitude and blend between these background sounds based on the altitude and then finally we had here was it was it worked much better to take this altitude convert it into a logarithmic space and then blend based on that value we have this feature in earth we are we the user can point at the Sun and drag it to change the time of the day and this cost away for every of these level of sounds we needed two versions one day version one night version and then we would just blend between them depending on the time of the day so for the initial launch when all of these things were put together it looked and felt and sounded like a little bit like this I guess there's no sound but
should we make sound effects herself [Music] [Music]
[Music] okay and next up now Davi is gonna talk a little bit more about two of our most recent major features we added to earth fear Thank You pear hi everyone I'm the Dove and I'm a virtual reality engineer on Google Earth VR and so parent Adam talk to you guys a little bit about getting the basics right for Google Earth we are so navigation and the right field and we had this app we released this app last year and when we gave it to the hands of our users we notice the first thing everyone wanted to try to do is to go to their home or in the case of
the Bay Area they wanted to go to the home that they wish they could own anyways so a lot of our users maybe cannot find their home directly just by flying to it so it would be nice if we could just give them a way to type in a query or their home address and to go to that place so we're Google we're a search company search should be pretty easy for us right well we identified three components that we wanted to get right for search the first one was input and UI so figuring letting users enter a query and easily selecting their destination then once he selected destinations we wanted to make sure the users know exactly where they are in space on that they selected the right place and finally we wanted to have a search bin that always tells them where their last search was so that if they lose their bearings while moving around they can quickly jump back to where they were so we started with a keyboard
exploration and this was actually quite challenging because at the time there was no good keyboard solution in virtual reality there was the steamvr keyboard which we actually started to use for prototyping and it was great for us initially because we wanted to quickly set up a prototype and test search and to end however we found that we could not use it in the final version because it was not constant customizable for our needs and it was also not available on oculus SDK which we're planning on supporting at the time so this is where lullaby came in lullaby is an open-source library for building VR and AR apps it's developed internally at Google and we use it for laying out our UI and also for providing a keyboard to the user that they can use to type in a search query and then we also show suggestions alongside it so that you can only you only have to type in a few letters and find the destination that
you're looking for and the great thing about this keyboard was that it was both available in oculus and steamvr and it worked pretty well for our needs so now that the user is able to type in a query and select their destination we want to make sure that when we take them to that destination they know exactly where they are and then they know that it's the right place and the challenges here are what is the best scale orientation and altitude that we need to take the user to to preserve their context and when teleporting to a large area like Paris France or Yellowstone National Park we can do we can use the same solution that Google Maps on desktop uses where we teleport the user we put the earth right in front of you and we make the user scale very big so they can see the large area of Paris or another area of interest that they're looking for however in earth VR for smaller search
results we wanted to place the users feet on the ground and that can be a big challenge because in Earth VR we can run into areas that have uneven and mountainous terrains and we also have dense cities so we had to come up with a clever solution for this to ensure that the user can always find where they're looking what they're looking for so we start with a basic scene we have a house and we have some terrain around it and the first thing that we we found out was that it's important to put the user about two meters away from the place are looking at because two meters gave us a comfortable viewing distance for the point of interest and we also ensured that the users feet are right on the ground so that they don't feel like they're intersecting with the geometry or floating up in space then to
highlight the point of interest we add a search pin and we ensured that the users gaze towards the search bin is at 15 degrees down because that gives the the user a comfortable resting position for their eyes so now that we have the spin what do we do when the user moves around it so again the problem we're trying to solve with the search pin is we wanted two people to see exactly where their search was and as they're moving around earth they'll be able to come back to the last search location if they've lost their bearings so we want to keep this pin in view regardless of scale distance or whether it gets hidden by buildings and terrain and we want to make sure that it's always legible and does not break immersion to solve the problem of occlusion we came up with a solution
where we render the pin at two passes we render the pin and a first pass with full opacity and with depth testing and so that's what you see when the pin is not occluded any buildings and we also render a second pass with 50% opacity and without depth testing so that when the pin gets occluded by buildings you can still see it but fade it out a little bit which ensured that we don't break too much immersion with a behavior that you won't see in real life so what do we do about scaling the pin when we move further away from it or when we go up and scale so we had we begin with a naive approach of just keeping a constant scale for the pin in world space and what happens when you scale up is the pin starts to shrink a little bit it's still visible in higher skills but when we go all the way to planet scale
the pin can become very small and not legible so we wanted to make sure that the pin is still visible and legible even at these far distances and high scales so what we found was worked pretty well is using a formula that uses the distance in world space between the searched pin and the users head and we multiply that by some base scale in world space with the dampening so that as you go further and further away from pin it still scales up and it still stays in view but it does so more slowly so it still appears like it's getting further and further away from you and this ensures that we don't break immersion but we still keep the pin in view and the solution also works when we scale up the viewer so to recap all the things that we needed for search so these are the three
components that we really needed to get right in virtual reality we needed a rock-solid text entry which was not available that before for users to enter a query and select their destination as fast as possible second we needed to take user to the desired a point of interest at a comfortable distance and a viewing angle and we needed to make sure that the pin stays always visible so that as the user is moving around they know where their last search was and they can get their bearings that way so we had a launch for Earth we are exactly last week and we for that launch focused on enabling Street View which was another one of our most requested features and we've actually been thinking about Street View for a long time so in the summer of 2015 the earth VR team went to see inside out by Pixar and we saw the memory spheres and inside out
and we were really inspired to try to do something with memories fears in virtual reality so we came up with a prototype that uses photo spheres placed around Manhattan and the users can move around Manhattan point and click add a photo sphere and put it on top of their head and view the entire full 360 photo we found it was a very compelling use case for photo spheres but we also thought that our we also at the time we're focusing on getting the the core features of navigation in North VR so we had to table these ideas for later but a little bit about why Street View is important for us is because a lot of cities on earth VR do not actually have 3d data like tel-aviv here but the city does have Street View and it would be awesome if the user can explore the city using Street View rather than just looking at a flat satellite image even
in cities that do have a street view like Paris for example we can still get a lot of a lot of value from jumping in a street view image because we can see the city at night and we can see the the people walking around in that city and we believe that it also provides a much more immersive and intimate experience so the two components we identified for Street View to be really good in virtual reality were showing Street View availability so telling the player when they will actually be able to enter a street view panel and secondly we wanted to give users an intuitive and quick way to enter and exit street view so we anchored our initial explorations and prototyping in the solution that's in Google Maps so Google Maps gives you coverage layers that show where Street View is available in blue and they give you this Pegman they can just drop in a
place and enter the panel that's in that location so we experimented with this in Google Earth VR and we also tried to enable entering shrevie using these coverage layers but we found two non-trivial two problems with with these coverage layers and one that it was non-trivial to overlay them on top of the earth because the terrain is uneven and it can look pretty odd when you get up close to to the road and you see this this blue line around it and in places that have a lot of 3d coverage it could get pretty pretty messy to render so many lines around you we're also inspired to try out the Pegman dropping gesture from maps
that's all I'll say about that so we had to we have to go back to the drawing board and find a better solution for Street View and virtual reality so what we found was the best experience was let's say we have a user standing around the city and they have their controller with the the globe or map on their left hand and right now Street View is not available because the user is at a high scale so we have a threshold visualized in blue that once the user goes below we show you a ripple effect notifying that Street View is available and then we also put a preview of your street view that's showing up right below your feet so you can see a quick video of how this works here all right the user is flying down and as they go below the threshold we pop up a
street view preview and as the user flies out of the street view we show an icon to display that it's unavailable for entering street view we first tried letting the user to hold the bubble point at it with their right hand and then pull the trigger to enter we found that that was a pretty easy way to enter an exit street view but our users didn't intuitively understand this gesture what they tried to do is take the bubble and put it directly on top of their head just like the photospheres demo that I showed you earlier so we Lisa we listened to our user feedback and we implemented this gesture that allows the user just to quickly put street view over their head and then to pull it out when they want to exit to summarize these were the two components that were really important for Street View and Earth VR the first one
notifying the user that Street View is available on their left controller and showing a preview of the street view on their left hand so that they can choose whether they want to enter or just skip Curren review panel and secondly we needed to provide the intuitive pika gesture of putting the bubble on top of their head and removing it so that they can do so very quickly and thank you very much for coming to this talk and listening test and we'll also do a Q&A now and if you want to come up to the mic and speak to the microphone we'd love to answer your questions hi guys great talk I had a question when you were doing user testing how did you quantitatively measure user comfort and discomfort with the various UX
components does that work okay yes so the question was how do we how do we test for discomfort well like but the before even testing we needed to recruit people and we needed to understand sort of their typical level of discomfort so we asked questions like when you're on a bus and you're working do you get sick or you get sick when you're flying and boating and so we we did as much pre questions as we could to sort of screen you know is this a person that typically gets sick and we actually isolated studies where we had people large groups of people that weren't susceptible to sickness and large groups that we knew were extreme candidates and then we would do things like like when we were experimenting with tunnel vision we would have like tests where we make them
fly down a street with buildings flying by and basically like put them in the worst case scenarios I'm not exactly sure like what the researchers did to mark down what happened beyond just like is the user feeling sick or not but they did they did follow up with them you know during the study after the study and then like a few hours after the study and even the next day because sometimes the Effects of VR don't manifest themselves till you know they leave the room and then they go back to work and they're like oh man like a headache so it took a lot of work I think that was probably the hardest part for that this may not be the right question for the devs but what is the licensing we create school curriculum what's the licensing for use of this in a type of a product can you guys say can
you can you clarify you're asking about the licensing firstly we do one of the things our field trips virtual field trips to Kittyhawk or the you know redwood forest instead of just having a field trip there with a 360 camera it would be cool to intro that by coming in from above landing there and then doing the virtual field trip on location so currently we don't have like an open license or way for developers to use this but it's something we're really interested in I know Google has filed some patents on some of the UX that they're developing in VR I'm wondering if you guys what you guys feel about that if it should be something where if you found something that really works that it should only work for your company or oh yeah not at all Google files patents that are defensive so we're not interested in blocking
other companies from using these things which is why we're sharing this stuff and we hope that you guys can learn from it and build on it um having used OVR for a while I found it to be a really wonderful experience I'm just wondering what you guys as the devs think of the future applications for this particular product like what do you want Google Earth VR to be in two years from now it's a very loaded question with a great one too we have a lot of ideas we're still trying to figure out our direction as well as we go we're always trying new things we're always experimenting with new ways that earth can be in VR testing
process you said you recruited people so were they various levels of expertise as far as computer use yeah yeah during the recruiting we we would also screen for like experience with gaming and VR you know so we had a checklist like have you tried cardboard or gear VR or your dk1 or you know that sort of thing so yeah so that was part of our one way that we sort of we're more sure about our findings you know in terms of like help how experienced people work great and to just springboard off that what size of a pool for like a prototype would you find okay this like this size pool gave me useful data on a prototype whether it was working or not working yeah so I mean if you've ever done a user study like you can you could bring in like four or five people and if they're all
you know throwing off the headset or getting frustrated you know you've done something wrong so you know sometimes we'd try things and we just immediately know we got it wrong and then the next day we had people queued up we would tweak stuff that night and try things out so some iterations were much quicker and then some were much slower where everything we were trying wasn't working or it was subtle we weren't sure where things were breaking and for those we ended up having to do longer term studies over months hey guys cool stuff thanks for sharing you know I've observed the same thing as you which is a lot of people go view their own home or places they've lived as a first experience and I think that's awesome and building on that I feel like making this experience more personal to individuals would be like a really important thing to do moving forward and so like I just want to give you an idea I do a lot of mountaineering and I have a decade worth of my GPS tracks that I
use a lot on desktop Google VR or Google Earth so I was just wondering you know are you thinking about supporting KML or GPX file formats and when or okay here's another one how about live location data from like I want to see where my wife is right now thank you not sure about the song yeah not sure about the last one but I think supporting KML data it's like have been brought up before it's just been more of like prioritize prioritizing things it's cool I think in some cases like we thought that Street View was cooler for the time being and now we have just have sit down like okay what's next what do we do we're not sure but I think it's great great suggestions hi guys yes thanks for the talk yeah Google Earth is also for me one of the best experience super intuitive when I tried it last year with my colleagues we tried one by
one and we could see you know with the screen what is doing the person who is in via so my question will be do you have in mind to maybe make it like social directly multi it said with two or more people at the same time I think that's a really cool idea once again it's a lot of like our the base of application is built in native so like we have all these great ideas it's we just some things takes longer than others and we just have to kind of like rank them and like how important they are like I think I've heard it earlier before is it sounds awesome like I would love to sit in front of a computer and maybe like take whoever's in the headsets doing tours or something like that I think it's would be great hi so first of all it's like the other people said spectacular work it's it's a killer app everybody loves it so Bravo two questions on the the tunnel vision I
believe you called it a feature that you did you said that 15 enough it was enough to give about 15 percent of the the visible pixels kind of view of the grid of the floor to let people ground themselves some of the views you showed were kind of pre-distortion verse after so was that of the total or was there also kind of a blacking out that was also being done oh yeah in the examples I showed I did I blacked out to simulate more what it looks like when you're looking in the other screenshots or screen recordings they were from the the view that's shown on Windows okay and that doesn't have any blackout so it looks like a lot more but when you're looking through you're actually only seeing this little trim okay and so but effectively that's the end the end result you were simulant yeah okay and then the second question was with regards to the you know all of the controller schemes you showed were using
the vive controller and you talked about wanting to support oculus there's a ton of people working on other controllers and gloves and all kinds of stuff have you thought about organs for these one at a time have you thought about making it kind of taking your set of functions and then providing a way for people to map them to other controllers you haven't thought of yeah we I mean we we could provide a mapping file that people could do but like to get the you know to make it intuitive for people to just grab a controller and look down see tooltips and all this stuff we have to do custom work for each one like just doing oculus was pretty different we had to rethink how things were mapped you even had to tweak the controller model a little bit to make it more intuitive so we'd like to support everything but we're just currently just on track to support the major ones that people are using okay thanks yeah just one more thing about the the tunnel vision size
the the size we picked was a little bit larger than what we actually needed and that's because when people have glasses in the headset or with some headsets you could push the screen a little further away from your eyes so when you had it at that max setting you couldn't see it but if we you know in the future potentially we can control that a little bit better or maybe even know what setting that's at we could even reduce tunnel vision quite a bit more so yeah hi sherry so Google released the AR core a few weeks ago so I'm wondering if you are currently designing the UX for the AR or mixer reality if not so what are the main challenges or problems you are anticipating regarding to designing for that part it's something that we would
like to do we have experiments where we've we've brought earth into unity and tried things like this out so it's not particularly difficult but so it's something that we're really interested in cool thank you very much for coming [Applause] you
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Distilling the key insights…
Game Developers Conference · 2026
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