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Ask HN: How does a UI specialist transition to AR/VR?

2 点作者 krrishd将近 8 年前
Being that AR&#x2F;VR are such new fields, it&#x27;s clear that there is no clear path yet.<p>I think that the future of interfaces lies in AR; as someone whose career has been focused on the UI side of things (everything from design to front-end engineering), I&#x27;d like to pursue AR while it&#x27;s still nascent.<p>The issue lies in that my work has been exclusively web-related, the software I write being predominantly JavaScript and the interfaces I design inherently being tied to flat screens. Is there a logical segue into (developing experience with) AR from here, or is it absolutely necessary to start ground-up with graphics and core CS fundamentals?<p>To be clear, I&#x27;m already studying CS theory and plan to delve into graphics, but I&#x27;m unsure whether I&#x27;m already equipped to dive into AR or not.

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vitovito将近 8 年前
I&#x27;m glad you recognize that there isn&#x27;t a path yet; many people don&#x27;t!<p>The short answer today is: you have to ramp up on creating content in 3D engines. If you can&#x27;t build out all of the content yourself, you can&#x27;t effectively work. That means, to some degree, creating original 2D <i>and 3D</i> assets. The #1 thing Microsoft tells designers who want to work with Hololens, is learn Unity and learn the workflow to deploy Unity content into a Hololens yourself, without developer&#x2F;engineer assistance. (UnrealEngine4 is the other major option.)<p>As a web-based designer, tools like React VR and A-Frame <i>might</i> be useful, but your tooling there is always going to be a distant second to the established 3D players, and so your content quality will also lag behind.<p>YC&#x27;s guide: <a href="https:&#x2F;&#x2F;blog.ycombinator.com&#x2F;how-to-get-into-vr&#x2F;" rel="nofollow">https:&#x2F;&#x2F;blog.ycombinator.com&#x2F;how-to-get-into-vr&#x2F;</a><p>Some other Medium post that wasn&#x27;t bad: <a href="https:&#x2F;&#x2F;blog.prototypr.io&#x2F;designing-for-vr-a-beginners-guide-d2fe37902146" rel="nofollow">https:&#x2F;&#x2F;blog.prototypr.io&#x2F;designing-for-vr-a-beginners-guide...</a><p>As far as using real hardware, your AR options are kind of limited if you can&#x27;t afford a Hololens. You could try and find a second-hand CastAR Kickstarter developer prototype headset. You could maybe fake something with the Vive&#x27;s front-facing camera or the Leap Motion as a camera on an Oculus Rift. You could cobble together a Pepper&#x27;s Ghost-style Google Cardboard-alike, like Aryzon: <a href="https:&#x2F;&#x2F;www.kickstarter.com&#x2F;projects&#x2F;aryzon&#x2F;aryzon-3d-augmented-reality-for-every-smartphone" rel="nofollow">https:&#x2F;&#x2F;www.kickstarter.com&#x2F;projects&#x2F;aryzon&#x2F;aryzon-3d-augmen...</a> or this DIY version: <a href="http:&#x2F;&#x2F;www.instructables.com&#x2F;id&#x2F;Cardboard-Hololens&#x2F;" rel="nofollow">http:&#x2F;&#x2F;www.instructables.com&#x2F;id&#x2F;Cardboard-Hololens&#x2F;</a><p>But, mostly, of course, you have to have something to build, and blog posts won&#x27;t help you there! There isn&#x27;t a curriculum of standard AR&#x2F;VR exercises like there basically is for web-based design (build a landing page, build a CMS admin interface, build a shopping cart, etc.).
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