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@@ -22,7 +22,7 @@ or more technically inclined people.</p><p>High complexity, however, does not in
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you're working at a desk. To move all of those items around is a highly complex task that even modern visual tracking algorithms can
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sometimes struggle with, let alone the mechatronic limitations when it comes to robotics, outside of tightly controlled environments.</p><p>You, however, can easily and intuitively move things around and organize them in a spatial environment without needing to directly
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think about it, which provides a unique and newly available avenue of exploration in the XR and VR space, and it is this innate ability
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that Stardust XR aims to harness in it's design philosophy, by focusing in on direct interactions that map to underlying functionality. </p><h1>Direct Interaction Vs Indirect Action</h1><p>With something like indirect action such as a touch screen on a phone or tablet, you're limited to essentially a few modes of interaction such as tapping or swiping, whereas direct interaction within XR and VR you're opened up to a wide possibility of methods like cutting something in half with scissor fingers, duplicating by stretching an object, plugging one thing into another, etc. Stardust XR's design philosophy allows for the possibility of taking the underlying mechanics and expressing them as full interfaces. With the correct signifiers and affordances that map directly to the things underneath, people can gain an intuitive understanding of how their computer works. Clients and applications can also be designed in a way that allows for a better understanding of what is going on as there is far less obfuscation as to how underlying structures are handling that data.</p><p><img loading="lazy" alt="git-bonsai" src="/assets/images/gitbonsai-abb8d25419838d06eff39b8c06928707.bin" width="837" height="635" class="img_ev3q">
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that <a href="https://ordinary.cafe/@technobaboo" target="_blank" rel="noopener noreferrer">Nova</a> aims to harness with Stardust XR it's design philosophy, by focusing in on direct interactions that map to underlying functionality. </p><h1>Direct Interaction Vs Indirect Action</h1><p>With something like indirect action such as a touch screen on a phone or tablet, you're limited to essentially a few modes of interaction such as tapping or swiping, whereas direct interaction within XR and VR you're opened up to a wide possibility of methods like cutting something in half with scissor fingers, duplicating by stretching an object, plugging one thing into another, etc. Stardust XR's design philosophy allows for the possibility of taking the underlying mechanics and expressing them as full interfaces. With the correct signifiers and affordances that map directly to the things underneath, people can gain an intuitive understanding of how their computer works. Clients and applications can also be designed in a way that allows for a better understanding of what is going on as there is far less obfuscation as to how underlying structures are handling that data.</p><p><img loading="lazy" alt="git-bonsai" src="/assets/images/gitbonsai-abb8d25419838d06eff39b8c06928707.bin" width="837" height="635" class="img_ev3q">
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<em>git-bonsai, a prototype design for an intuitive spatial github client</em></p><p>A virtual environment provides an infinite space in which unfolding complexity becomes much more viable to do.</p><p>Part of the goal of Stardust XR is to allow the average user to become a power-user through intuitive interaction; because of the number of ways a user can engage with a 3D environment, this greatly increases the interactive bandwidth a developer
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can utilize.</p><h1>Form Flexibility Principal</h1><p>With a PC, you are essentially limited to a keyboard and mouse; with a touch screen, you're limited to touch and multi-touch; in XR,
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you have hands, eyes, and body, which has an exceedingly large amount of available bandwidth for interaction.</p><p>The more interaction bandwidth you have to offer, the more customizability is not just something that <em>can</em> be done, it's something that
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