{"id":277706,"date":"2026-02-06T19:28:11","date_gmt":"2026-02-06T19:28:11","guid":{"rendered":"https:\/\/www.newsbeep.com\/il\/277706\/"},"modified":"2026-02-06T19:28:11","modified_gmt":"2026-02-06T19:28:11","slug":"rethinking-vr-interaction-design-in-dimensional-double-shift","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/il\/277706\/","title":{"rendered":"Rethinking VR interaction design in Dimensional Double Shift"},"content":{"rendered":"<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren\u2019t really that simple at all.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Earlier installments cover topics such as cover topics such as <a class=\"ContentText-BodyTextChunk ContentText-BodyTextChunk_link ContentText-BodyTextChunk_italic\" target=\"_self\" href=\"https:\/\/www.gamedeveloper.com\/audio\/deep-dive-sound-design-for-the-living-world-in-avatar-frontiers-of-pandora\" rel=\"nofollow noopener\">the sound design of Avatar: Frontiers of Pandora,<\/a> <a class=\"ContentText-BodyTextChunk ContentText-BodyTextChunk_link ContentText-BodyTextChunk_italic\" target=\"_self\" href=\"https:\/\/www.gamedeveloper.com\/design\/deep-dive-the-movement-of-echo-point-nova\" rel=\"nofollow noopener\">how camera effects, sound FX, and VFX created a smooth and high octane movement system in\u00a0Echo Point Nova<\/a>,\u00a0and the <a class=\"ContentText-BodyTextChunk ContentText-BodyTextChunk_link ContentText-BodyTextChunk_italic\" target=\"_self\" href=\"https:\/\/www.gamedeveloper.com\/production\/postmortem-bringing-the-cycle-frontier-to-unreal-editor-for-fortnite\" rel=\"nofollow noopener\">technical process behind bringing\u00a0The Cycle: Frontier\u00a0to Unreal Editor for Fortnite<\/a>.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">For nearly a decade, Owlchemy Labs has explored what it means to touch the virtual world. From Cosmonius High&#8217;s alien high hijinx, to Job Simulator&#8217;s physical comedy, to Vacation Simulator&#8217;s playful expressiveness, every game advanced our studio&#8217;s mission: make VR interactions so natural that players forget the interface entirely.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\"><a class=\"ContentText-BodyTextChunk ContentText-BodyTextChunk_link ContentText-BodyTextChunk_italic\" target=\"_blank\" href=\"https:\/\/dimensionaldoubleshift.com\/\" rel=\"nofollow noopener\">Dimensional Double Shift<\/a> (DDS) represents the next step in that evolution: a full commitment to hand tracking. The result is a new design language grounded in embodiment, iteration, and accessibility.<\/p>\n<p data-component=\"related-article\" class=\"RelatedArticle\">Related:<a class=\"RelatedArticle-RelatedContent\" href=\"https:\/\/www.gamedeveloper.com\/extended-reality\/meta-shutters-three-vr-studios-as-part-of-reality-labs-layoffs\" target=\"_self\" data-discover=\"true\" rel=\"nofollow noopener\">Meta shutters three VR studios as part of Reality Labs layoffs<\/a><\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;Moving from a controller, where people are used to pressing A or B or pulling a trigger, introduces a lot of new factors,&#8221; said Alex Covert, Lead Gameplay Engineer. &#8220;Every time we design a new appliance for a dimension, we ask: How will the player actually grab this?&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Expert System Engineer, Marc Huet, describes this shift as both philosophical and technical. &#8220;Our goal was to make hands feel present and believable\u2014to minimize dissonance between what you see and what you feel,&#8221; he explained. &#8220;That meant always keeping hands visible, supporting many grip types, and ensuring the virtual hand never broke immersion.&#8221;<\/p>\n<p>The Challenge<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">1. Lessons Learned from Early Failures<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Early prototypes exposed the hidden complexity of human motion. &#8220;We had issues with hand sizing,&#8221; Covert explained. &#8220;People felt uncomfortable using a giant hand that didn&#8217;t match their own.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">The fix wasn&#8217;t a player-facing slider. The system now scales the virtual hands to match the player&#8217;s tracked hand size automatically\u2014one of those invisible changes that quietly removes discomfort and makes everything feel more \u2018you.&#8217; Small change, big comfort wins. It became a shorthand lesson internally: the best UX improvements are often the ones nobody notices because nothing feels wrong anymore.\u00a0<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Sometimes, the obstacles weren&#8217;t ergonomic but systemic. &#8220;We realized that a sock-puppet prototype conflicted with Meta&#8217;s hand-tracking system,&#8221; Covert recalled.\u00a0<\/p>\n<p data-component=\"related-article\" class=\"RelatedArticle\">Related:<a class=\"RelatedArticle-RelatedContent\" href=\"https:\/\/www.gamedeveloper.com\/extended-reality\/former-meta-employees-allege-company-squashed-research-into-vr-child-abuse\" target=\"_self\" data-discover=\"true\" rel=\"nofollow noopener\">Former Meta employees allege company squashed research into VR child abuse<\/a><\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">The problem was less technical than behavioral. The first thing most people do with a puppet is talk to themselves. In practice, that motion turned out to be identical to Meta&#8217;s system menu gesture. Instead of animating a character, players were repeatedly summoning the OS.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">There was no clever workaround. The gesture belonged to the platform. So the team didn&#8217;t redesign the interaction \u2014 they cut puppets.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Huet&#8217;s early experimentation echoed those constraints. &#8220;At first, our grab detection was binary\u2014you were either grabbing or not,&#8221; he said. &#8220;It worked for Vacation Simulator, but it didn&#8217;t feel alive. We wanted to see your fingers react, your hands exist in the world.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">The team&#8217;s first step toward that goal was rebuilding their &#8220;grab logic&#8221; from the ground up. Huet described the process as discovering just how unpredictable real human motion is: &#8220;There are so many valid ways to grab something\u2014we had to decide which of those looked right in VR.&#8221;<\/p>\n<p><img decoding=\"async\" data-testid=\"content-image\" data-component=\"image\" class=\"ContentImage-Image ContentImage-Image_align_left\" src=\"https:\/\/www.newsbeep.com\/il\/wp-content\/uploads\/2026\/02\/Grab_Techniques.png\" loading=\"lazy\" alt=\"Screenshots of digital hands holding 3D objects\" title=\"Screenshots of digital hands holding 3D objects\"\/><\/p>\n<p class=\"ContentImage-Link\">Image via Owlchemy Labs\/Google<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">2. Natural vs. Intuitive<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Through hundreds of hours of playtesting, the team learned that natural and intuitive don&#8217;t always align.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;Every person does it differently,&#8221; Covert said. &#8220;Some pinch, some grab. The closer we get to how people actually use their hands, the less we have to explain.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Huet&#8217;s research helped formalize that variability. Drawing from human-factors research on everyday grasping\u2014such as a <a class=\"ContentText-BodyTextChunk ContentText-BodyTextChunk_link\" target=\"_blank\" href=\"https:\/\/ieeexplore.ieee.org\/document\/7243327\" rel=\"nofollow noopener\">2016 IEEE study<\/a> by robotics researchers Tom\u00e1\u0161 Feix and colleagues that categorizes common human grips based on form and intent\u2014Huet built a library of grab techniques for VR. This includes grips like corner, clump, cylinder, hilt, and wand\u2014each mapped to real-world use.\u00a0<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;We looked at how people hold cups, phones, and tools,&#8221; he explained. &#8220;Every grip has a story\u2014a context\u2014and we wanted that reflected in VR.&#8221; He also coined internal terms like &#8220;closedness,&#8221; a 0-to-1 measure of how open or closed the player&#8217;s hand is to define when a grab occurs.\u00a0<\/p>\n<p><img decoding=\"async\" data-testid=\"content-image\" data-component=\"image\" class=\"ContentImage-Image ContentImage-Image_align_left\" src=\"https:\/\/www.newsbeep.com\/il\/wp-content\/uploads\/2026\/02\/Grab_Release_Thresholds.gif\" loading=\"lazy\" alt=\"A digital hand picks up an object in VR, there are sliders showing the detail of pressure on the object.\" title=\"A digital hand picks up an object in VR, there are sliders showing the detail of pressure on the object.\"\/><\/p>\n<p class=\"ContentImage-Link\">Image via Owlchemy Labs\/Google<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;Some players over-grab, some pose-match,&#8221; Huet said. &#8220;You have to balance both so things don&#8217;t feel sticky or slippery. It&#8217;s subtle math that ends up shaping how people play.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">This systematization allowed the team to move beyond imitation toward consistency. &#8220;It&#8217;s fascinating research,&#8221; Covert noted. &#8220;Marc showed pictures of different hand poses people use when grabbing things \u2014 holding a phone versus holding a cup. It grounded our approach.&#8221;<\/p>\n<p><img decoding=\"async\" data-testid=\"content-image\" data-component=\"image\" class=\"ContentImage-Image ContentImage-Image_align_left\" src=\"https:\/\/www.newsbeep.com\/il\/wp-content\/uploads\/2026\/02\/Grab_Techniques_1.png\" loading=\"lazy\" alt=\"A chart showing different grab techniques for objects like smartphones, spheres, tablets, two finger pinches, wands, and a writing tripod.\" title=\"A chart showing different grab techniques for objects like smartphones, spheres, tablets, two finger pinches, wands, and a writing tripod.\"\/><\/p>\n<p class=\"ContentImage-Link\">Image via Owlchemy Labs\/Google<\/p>\n<p>The Approach<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">1. Designing for Accessibility Through Simplicity<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Removing controllers didn&#8217;t just change the interface \u2014 it opened the door for more inclusive play.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;One of our big considerations is one-handed players,&#8221; said Covert. &#8220;At one point, we had a two-handed twist-style pepper shaker, but that created accessibility concerns. So we added a shake alternative.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">This philosophy carried through every mechanic. DDS introduced &#8220;snap points&#8221; for setting items down easily, freeing a player&#8217;s hand mid-task.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;In the diner, the squeeze bottles have a threshold for how hard you need to squeeze,&#8221; said Emma Atkinson, Technical Designer. &#8220;But if that&#8217;s difficult, you can just tilt them and they&#8217;ll pour out.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Moving to hand tracking also meant removing unnecessary instruction. Instead of teaching players new button metaphors or gesture rules, the team focused on subtracting friction and trusting existing human intuition. Because people already know how to use their hands, many interactions could be learned simply by doing\u2014without prompts, overlays, or step-by-step tutorials.\u00a0<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Huet extended that philosophy to invisible design systems. &#8220;Accessibility isn&#8217;t always about menus or toggles,&#8221; he said. &#8220;Sometimes it&#8217;s about thresholds\u2014if a player&#8217;s range of motion is limited, we can scale the sensitivity so a smaller gesture still counts. The goal is to let everyone feel capable in VR.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">That sensitivity scaling, originally built for testing, became a subtle yet powerful accessibility feature. &#8220;You don&#8217;t have to announce accessibility,&#8221; Huet added. &#8220;You can just design it in.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">2. Creating Self-Haptics<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Without vibration motors or triggers, the team reimagined tactile feedback from the ground up.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;The squishable UI buttons and keyboards give tactile feedback because your fingers touch each other,&#8221; Covert explained. &#8220;That&#8217;s what we call self-haptics. You feel yourself performing the action instead of relying on vibration.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Atkinson added, &#8220;You don&#8217;t want your hand to become the object\u2014you want to hold it. We try to minimize cognitive dissonance between what you see and what you feel.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Huet built on that idea technically, integrating collision physics that made contact feel grounded. &#8220;The raw hand data comes straight from the device,&#8221; he explained. &#8220;We then run physics updates to see where your virtual hand should be after impact. There&#8217;s a little tolerance\u2014enough to give you that \u2018hit&#8217; feeling before it breaks through.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">He described it as &#8220;letting physics fake haptics.&#8221; &#8220;You&#8217;re not feeling a vibration,&#8221; he said, &#8220;but when the virtual hand resists or stops, your brain fills in the feedback.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">That philosophy\u2014turning embodiment itself into feedback\u2014became core to Owlchemy&#8217;s design lexicon, alongside &#8220;bubble pass,&#8221; the intuitive hand-to-hand object transfer system.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">3. Designing for Shared Gestures<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Early builds tried to make passing explicit: both players had to perform a synchronized \u2018handoff&#8217; gesture. The team replaced it with what became the \u2018bubble pass&#8217;\u2014an idea from Tim Winsky, implemented by Systems Engineer Marc Huet\u2014where a thrown item hovers in front of the other player long enough to be grabbed. The result is more playful, and it teaches itself.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Even during internal playtests, people discovered the new pass system and had that moment of joy when they figured it out on their own.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">The change was data-driven. &#8220;We added analytics to see how often players used the old passing system and found that almost no one was using it,&#8221; Covert said. &#8220;That told us it was time to rethink the design.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Huet&#8217;s grab system played an unseen role here too. &#8220;When you toss something, timing matters; milliseconds affect how real it feels,&#8221; he said. &#8220;So we built in what we call \u2018sticky&#8217; and \u2018slippery&#8217; release thresholds. It&#8217;s how you tell the difference between handing off a mug and throwing a beach ball.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">His experiments revealed that velocity and openness need to respond to intent. &#8220;If you open your hand slowly, the object should linger. If you open fast, it should fly,&#8221; Huet explained. &#8220;Those little cues make shared gestures feel believable.&#8221; It also learns what \u2018I&#8217;m ready&#8217; looks like: hand up, waiting. When it sees that, it helps the object meet the hand\u2014so catching feels intentional instead of accidental.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">4. Designing Around Technical Limits<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Hardware realities still present creative challenges. &#8220;When you point away from yourself with the sprayer, your hand can block the headset cameras, so it doesn&#8217;t always detect the motion,&#8221; Covert explained.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Instead of seeing such limitations as setbacks, the team treats them as opportunities for innovation. &#8220;We&#8217;ve even talked about adding aerosol spray cans where you press the top with your index finger,&#8221; Covert added. &#8220;We don&#8217;t have support for that yet, but it&#8217;s on the wishlist.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Huet elaborated on those constraints: &#8220;Hand occlusion, lighting, tracking speed\u2014those are constant battles,&#8221; he said. &#8220;If a hand moves too fast or leaves the camera&#8217;s field of view, tracking breaks. So we design around that by keeping actions close, within this invisible box in front of you.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Environmental conditions also shape interaction design. Hand tracking behaves differently depending on lighting, camera visibility, and the underlying capabilities of the headset itself. In low-light or high-occlusion situations, tracking data can become noisy.\u00a0<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Why?\u00a0<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Well, not all systems compensate for that noise in the same way. Some systems include infrared illuminators to support hand tracking in low-light conditions, while others degrade faster as lighting drops.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Rather than treating those moments as failure states, the team designed interactions to be forgiving by default: dropped objects recover, missed grabs self-correct, and small errors never cascade into frustration. The guiding principle was simple: Players should never feel punished by physics or hardware constraints.<\/p>\n<p>The Results<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Hand tracking didn&#8217;t just expand accessibility. It made play feel human.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Players naturally gestured, waved, and improvised together. They learned by doing, not by reading.\u00a0<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;We almost don&#8217;t need to design new ways of doing things,&#8221; Covert said. &#8220;The closer we get to how people actually use their hands, the more natural the game feels.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Huet added, &#8220;Our success is when people stop noticing the system. When your virtual hand feels like your hand\u2014when you don&#8217;t think about grabbing, you just grab\u2014that&#8217;s when VR disappears and embodiment takes over.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Across development, the team&#8217;s iterative design language. Terms like self-haptics and bubble pass became shorthand for a culture of experimentation and discovery. &#8220;You could almost make a dictionary of the words we&#8217;ve made up,&#8221; Atkinson laughed. &#8220;It&#8217;s our own language.&#8221;<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">For Owlchemy Labs, hand tracking reaffirmed its core philosophy: interactions should be instinctive, inclusive, and joyful.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">&#8220;We&#8217;re still improving our authoring tools,&#8221; Huet said. &#8220;But every iteration teaches us something new about how humans move\u2014and how to make VR move with them.&#8221;<\/p>\n<p><img decoding=\"async\" data-testid=\"content-image\" data-component=\"image\" class=\"ContentImage-Image ContentImage-Image_align_left\" src=\"https:\/\/www.newsbeep.com\/il\/wp-content\/uploads\/2026\/02\/Screenshot_Shift-Selection_.png\" loading=\"lazy\" alt=\"Screenshot_Shift-Selection_.png\" title=\"Screenshot_Shift-Selection_.png\"\/><\/p>\n<p class=\"ContentImage-Link\">Image via Owlchemy Labs\/Google<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Key Takeaways<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Hand tracking is both interface and embodiment. Designing gestures means understanding how people feel feedback: not just how they perform it.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Authoring meets procedural motion. Strong hand-tracking systems allow developers to lock poses when precision matters (i.e., picking up a cup one way) while still allowing motion to adapt to how players actually reach, slide, and settle into a grab. The mix of authorship and procedurality is a key aspect of our system many developers miss. They try to hard to do one or the other<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Accessibility improves when interaction simplifies. Removing hardware often clarifies rather than complicates the experience.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Iteration is the constant. Every friction point (hand size, gesture mismatch, or camera occlusion) drives better design.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">Analytics close the loop. Observation, data, and playtesting inform every refinement.<\/p>\n<p class=\"ContentParagraph ContentParagraph_align_left\" data-testid=\"content-paragraph\">VR&#8217;s future is hands-on. Interaction and embodiment are no longer separate disciplines. They&#8217;re one and the same.<\/p>\n","protected":false},"excerpt":{"rendered":"Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art,&hellip;\n","protected":false},"author":2,"featured_media":277707,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[19],"tags":[85,46,125,340,341,342],"class_list":["post-277706","post","type-post","status-publish","format-standard","has-post-thumbnail","category-virtual-reality","tag-il","tag-israel","tag-technology","tag-virtual-reality","tag-virtualreality","tag-vr"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/posts\/277706","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/comments?post=277706"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/posts\/277706\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/media\/277707"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/media?parent=277706"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/categories?post=277706"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/il\/wp-json\/wp\/v2\/tags?post=277706"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}