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Quantitative user experience evaluation for spatial computing: Enhance Delightful User Experiences in XR and Metaverse

 For Spatial computing and virtual reality to be widely adopted, we need to eliminate challenges in the user experience: 1) dizziness issues 2) sub-par image quality 3) being heavy 4) unsuitable for wearing glasses .

There are similar examples in history: electric cars before the Tesla Model S were only used by enthusiasts because they had many experience flaws. Model S is the first electric car that is better than a traditional car in any dimension of experience. Today, virtual reality is at a similar stage in its history. The VR system launched by Apple is a product similar to Tesla.

To solve these product pain points, a core requirement is to objectively quantify user experience, and closely link product design, objective measurement and subjective user experience. 1) Our software and hardware products quantify user experience: clearly define perceptual indicators, and establish a mathematical model of visual perception (such as vertigo). 2) Software products serve product and optical design: directly apply user experience indicators to hardware design and optimization. 3) Software and hardware platforms provide objective testing capabilities: Test results are highly consistent with the subjective experience.

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