VIEW: Visual Interactive Effective Worlds Lorentz Center International Center for workshops in the Sciences June Dr.

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1 Virtual Reality & Presence VIEW: Visual Interactive Effective Worlds Lorentz Center International Center for workshops in the Sciences June 2007 Dr. Frederic Vexo

2 Virtual Reality & Presence Outline: What is VR? What is presence? Corporal behaviour and identification Individuality for believability Realistic versus Symbolic virtual worlds Immersion by Camera Control Haptic & Sense of Presence User Comfort and Presence

3 Virtual Reality Definition Virtual reality could be defined as the science of illusion. The goal here is to create a virtual world where users could be immersed in. To be classified as virtual reality an application should be interactive. In the sense that users can interact with objects or inhabitants of the synthetic world. These means of course a strict real-time constraint

4 Presence The presence, and especially the sense of presence could be seen as a quality measurement estimator. The problem with presence is that it's quite difficult to have a fair evaluation of it as it's subjective.

5 Presentation Goal This presentation aims to explain the links between presence and virtual worlds. We will try to point out which are the elements of a virtual world and how they could lead to a high level of presence. We will explain which elements could lead easily to a break in presence. These will allow us to identify best practices in Virtual Worlds creation

6 Corporal behaviour Identification (1) Does user body behaviour influence the sense of presence? Are user involuntary movements a good estimator of presence? Gesture interface Involve the user physically High level of presence Isolation of the user from the real world Facilitate the immersion in the virtual world focus on the virtual content and reduction of the inhibitions Sense of presence Involuntary gesture and behaviour

7 Corporal behaviour Identification (2) Yes, it seems that physical action when controlling a virtual world facilitates the sense of presence and self identification with the hero. Nintendo WII approach. ome/vexo/epfl_data/slides/corporal_awareness/videos/wii.avi

8 Corporal behaviour Identification (3) The Maestro syndrome...

9 Corporal behaviour Identification (4) Yes, it seems that high level of presence leads to involuntary gestures and phrasing behaviour : the crazy gamer. Does it constitute a fair measurement of presence(quality of the virtual world)?

10 Corporal behaviour Identification (5) Does Multi-modal interfaces to Virtual Reality systems reinforce the sense of presence? Yes? : The Enigma of the Sphinx

11 Individuality for believability The characters who compose a Virtual World should have some individuality to insure believability and avoid breaks in presence

12 Realistic versus Symbolic Virtual Worlds (1) Do we need realistic view to convey an emotion? Snapshots of the phobia symbolic Virtual Environment.

13 Realistic versus Symbolic Virtual Worlds (2) Do we need realistic view and animation to convey an emotion? Tom & Jerry versus Final Fantasy

14 Immersion by camera control (1) Is a direct mapping between the camera control and the user head movement a good way to immerse a user in a virtual or in a remotely controlled world? 1st Person Perspective: Be the user 3rd Person Perspective: Control or Pilot the user

15 Immersion by camera control (2) Video game show: Moving and vehicle driving -> 3pp Thin actions and shooting -> 1pp Behavioural analysis for each perspective Hardware setup allowing views switch

16 First Person Perspective (1) Yes, a direct mapping between head movement and teleoperated camera seems efficient if we move the user in the camera by full immersion and external references.

17 First Person Perspective (2) Yes, a direct mapping of the head movement could insure good immersion in VR. The identification is done by mapping user hands to the flying ones.

18 3rd Person Perspective (1) Yes, there is, Third-Person Perspective in Virtual and Augmented Reality seems to be of benefit. Our own body as geo-reference...

19 3rd Person Perspective(2) VRST 2006 Video

20 3rd Person Perspective(3) Results of our study show: 3pp seems better for distance evaluation and mobile object trajectory prediction 1pp seems better for thin manipulations and actions in virtual world parts occluded by the user body

21 Haptic & Sense of Presence (1) The force feedback and tactile devices were developed to increase the believability of virtual simulations Do they increase the sense of presence?

22 Haptic & Sense of Presence (3) Yes, force and tactile feedback could improve by immersion the sense of presence. But, these imply a strong synchronisation between visual and haptic channels. If not we create break in the presence.

23 Haptic & Sense of Presence (2) Yes, force and tactile feedback could improve by immersion the sense of presence. But, the use of hardware could be too invasive...

24 Comfort and Presence (1) Does the user comfort strongly influences the sense of presence? Comfort leads to presence... Absence of comfort breaks presence! Comfort Discomfort User focus on presented content Facilitate the cognition process Sense of presence User focus on interface obstruct the cognition process Break of presence

25 Comfort and Presence (2) Lots of constraints: Avoid «step effect» Must be smooth Must change quickly Traditional forces Hardware Gravity compensation Object support forces Based on the PID algorithm

26 Muscular Comfort Measurement Graphs obtained with the help of an EMG

27 Haptic simulation in Action

28 Conclusion Gesture Interfaces deeply involve the user Dream of Realism in the content is often counter productive in terms of presence. The control of the virtual camera is crucial (1st, 3rd, external references). Individuality in virtual characters avoids breaks in the presence. Haptic could lead to an increase of the presence by immersion. But pay attention to all possible breaks. The user comfort is crucial to lead to high levels of presence.

29 References (1) P. Salamin, D. Thalmann and F. Vexo, Visualization Learning for Visually Impaired People, accepted to Proceeding of the 2nd International Conference of E-Learning and Games: Edutaiment 2007, X. Righetti, S. Cardin, D. Thalmann and F. Vexo, Immersive flight for surveillance applications, IEEE Symposium on 3D User Interfaces, pp , A. Garcia-Rojas, F. Vexo and D. Thalmann, Individualized Reaction Movements For Virtual Humans, GRAPHITE '06, pp , P. Salamin, D. Thalmann and F. Vexo, Comfortable manipulation of a virtual gearshift prototype with haptic feedback, Proceedings of EuroHaptics '06, pp , 2006.

30 References (2) B. Herbelin, F. Vexo and D. Thalmann, Sense of Presence in Virtual Reality Exposures Therapy, VRMHR2002, S. Schertenleib, M. Gutierrez, F. Vexo and D. Thalmann, Conducting a virtual orchestra, IEEE Multimedia, Vol. 11, Nr. 3, pp. 40-9, T. Abaci, R. de Bondeli, J. Ciger, M. Clavien, F. Erol, M. Gutierrez, S. Noverraz, O. Renault, F. Vexo and D. Thalmann, Magic wand and the Enigma of the Sphinx, Computers & Graphics, Vol. 28, Nr. 4, pp , R. Ott, M. Gutierrez, D. Thalmann and F. Vexo, Improving user comfort in haptic virtual environments through gravity compensation, Proceedings. First Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems. World Haptics Conference, pp , 2005.

31 Short Bio & Contact Dr. Frederic Vexo Research and Teaching Associate EPFL-IC-ISIM\VRLab INJ Station 14 CH-1015 Lausanne - Switzerland Tel: frederic.vexo[at]epfl.ch webpage:

32 Dr. Frederic Vexo Short Bio: Research and teaching associate at the Virtual Reality Laboratory at Ecole Polytechnique Federale de Lausanne. PhD in 2000 My research interests: Advanced Human Machine Interface Virtual Reality Human Perception New interactive services for graphic mobile devices

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