Virtual Reality and Natural Interactions

Similar documents
FLEXLINK DESIGN TOOL VR GUIDE. documentation

Universidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática. Interaction in Virtual and Augmented Reality 3DUIs


Classifying 3D Input Devices

interactive laboratory

HARDWARE SETUP GUIDE. 1 P age

PHYSICS-BASED INTERACTIONS IN VIRTUAL REALITY MAX LAMMERS LEAD SENSE GLOVE

TOUCH & FEEL VIRTUAL REALITY. DEVELOPMENT KIT - VERSION NOVEMBER 2017

- applications on same or different network node of the workstation - portability of application software - multiple displays - open architecture

4/23/16. Virtual Reality. Virtual reality. Virtual reality is a hot topic today. Virtual reality

AMD Ryzen VR Ready Premium and AMD VR Ready Processor Badge Guidelines for Marketing Materials. September 2017 PID# A

Tobii Pro VR Analytics User s Manual

A Guide to Virtual Reality for Social Good in the Classroom

HARDWARE SETUP GUIDE. 1 P age

Classifying 3D Input Devices

Computer Graphics. Spring April Ghada Ahmed, PhD Dept. of Computer Science Helwan University

Virtual Universe Pro. Player Player 2018 for Virtual Universe Pro

Potential Uses of Virtual and Augmented Reality Devices in Commercial Training Applications

Introduction.

Immersive Visualization On the Cheap. Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries December 6, 2019

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events

PRODUCTS DOSSIER. / DEVELOPMENT KIT - VERSION NOVEMBER Product information PAGE 1

Video Games and Interfaces: Past, Present and Future Class #2: Intro to Video Game User Interfaces

Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine)

INTERIOUR DESIGN USING AUGMENTED REALITY

VR/AR Concepts in Architecture And Available Tools

Step. A Big Step Forward for Virtual Reality

Alternative Interfaces. Overview. Limitations of the Mac Interface. SMD157 Human-Computer Interaction Fall 2002

Augmented Reality. ARC Industry Forum Orlando February Will Hastings Analyst ARC Advisory Group

VR/AR with ArcGIS. Pascal Mueller, Rex Hansen, Eric Wittner & Adrien Meriaux

Yale University Art Students Explore Painting in 3D with VR and Tilt Brush

EnSight in Virtual and Mixed Reality Environments

Chapter 1 Virtual World Fundamentals

Best Practices for VR Applications

Making Virtual Reality a Reality. Surviving the hype cycle to achieve real societal benefit.

Head Tracking for Google Cardboard by Simond Lee

Miguel Rodriguez Analogix Semiconductor. High-Performance VR Applications Drive High- Resolution Displays with MIPI DSI SM

Introduction and Agenda

Augmented & Virtual Reality. Grand Computers Club May 18, 2016

VIRTUAL REALITY LAB Research group Softwarevisualisation in 3D and VR

Virtual Sports for Real!

/ Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE? #

- Modifying the histogram by changing the frequency of occurrence of each gray scale value may improve the image quality and enhance the contrast.

DEVELOPMENT KIT - VERSION NOVEMBER Product information PAGE 1

Software Requirements Specification

Quality of Experience for Virtual Reality: Methodologies, Research Testbeds and Evaluation Studies

The Reality of AR and VR: Highlights from a New Survey. Bob O Donnell, President and Chief Analyst

Welcome. My name is Jason Jerald, Co-Founder & Principal Consultant at Next Gen Interactions I m here today to talk about the human side of VR

Input devices and interaction. Ruth Aylett

Virtual Reality in E-Learning Redefining the Learning Experience

Creating original VR content from creation up to distribution. Grégoire PARAIN NOVELAB

Virtual Reality Calendar Tour Guide

IMGD 4000 Technical Game Development II Interaction and Immersion

Oculus, the company that sparked the VR craze to begin with, is finally releasing its first commercial product. This is history.

BIMXplorer v1.3.1 installation instructions and user guide

Tobii Pro VR Integration based on HTC Vive Development Kit Description

Mobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt

Virtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21

Pinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data

WALTZ OF THE WIZARD:

SPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko

User s handbook Last updated in December 2017

Augmented Reality And Ubiquitous Computing using HCI

VR Collide! Comparing Collision- Avoidance Methods Between Colocated Virtual Reality Users

VR-Plugin. for Autodesk Maya.

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

Digital Media & Computer Games 3/24/09. Digital Media & Games

SUNY Immersive Augmented Reality Classroom. IITG Grant Dr. Ibrahim Yucel Dr. Michael J. Reale

HI, THIS IS FROM COLOGNE. WE UNITE THE DIGITAL AND ANALOG WORLD.

Students: Bar Uliel, Moran Nisan,Sapir Mordoch Supervisors: Yaron Honen,Boaz Sternfeld

Harry Plummer KC BA Digital Arts. Virtual Space. Assignment 1: Concept Proposal 23/03/16. Word count: of 7

# Grant Applicant Information. 2. CAMIT Project Title. Sra, Misha Council for the Arts at MIT. CAMIT Grants February 2016

Virtual Reality for Real Estate a case study

Guidelines for choosing VR Devices from Interaction Techniques

A Digital Reality Daniel Gilyana & Arielle Pineda

Capacitive Face Cushion for Smartphone-Based Virtual Reality Headsets

Network Institute Tech Labs

Intro to Virtual Reality (Cont)

3D User Interfaces. Using the Kinect and Beyond. John Murray. John Murray

Restricted Siemens AG 2017 Realize innovation.

CSE 165: 3D User Interaction. Lecture #11: Travel

VR System Input & Tracking

Introduction to Virtual Reality (based on a talk by Bill Mark)

Using the Rift. Rift Navigation. Take a tour of the features of the Rift. Here are the basics of getting around in Rift.

Geo-Located Content in Virtual and Augmented Reality

GESTUR. Sensing & Feedback Glove for interfacing with Virtual Reality

OCULUS VR, LLC. Oculus User Guide Runtime Version Rev. 1

VR based HCI Techniques & Application. November 29, 2002

Determining Optimal Player Position, Distance, and Scale from a Point of Interest on a Terrain

Investigating the Post Processing of LS-DYNA in a Fully Immersive Workflow Environment

VIRTUAL MUSEUM BETA 1 INTRODUCTION MINIMUM REQUIREMENTS WHAT DOES BETA 1 MEAN? CASTLEFORD TIGERS HERITAGE PROJECT

Augmented and Virtual Reality 6.S063 Engineering Interaction Technologies. Prof. Stefanie Mueller MIT CSAIL HCI Engineering Group

I R UNDERGRADUATE REPORT. Hardware and Design Factors for the Implementation of Virtual Reality as a Training Tool. by Walter Miranda Advisor:

Exploring Virtual Reality (VR) with ArcGIS. Euan Cameron Simon Haegler Mark Baird

Development of a Finger Mounted Type Haptic Device Using a Plane Approximated to Tangent Plane

By: Celine, Yan Ran, Yuolmae. Image from oss

Virtual Reality in Neuro- Rehabilitation and Beyond

DATA GLOVES USING VIRTUAL REALITY

Localized Space Display

MIXED REALITY BENEFITS IN BUSINESS

Transcription:

Virtual Reality and Natural Interactions Jackson Rushing Game Development and Entrepreneurship Faculty of Business and Information Technology j@jacksonrushing.com 2/23/2018

Introduction Virtual Reality strives to bring users closer to applications Realism is paramount in many applications Natural interactions are needed for realism Presence, and flow

Evolution of Input Devices First we had NES in the mid 1980s Computing hardware was fairly weak, 8 bit processor, 2kb of ram Games were fairly simple Number of inputs were limited

Evolution of Input Devices Early 1990s the SNES came out Computing hardware getting stronger, 16 bit processor, 128kb of ram Games became more complicated, possible inputs and interactions evolved as well

Evolution of Input Devices 1996 the Nintendo 64 came out Computing hardware even stronger, 64 bit processor, 8mb ram Games could now utilize a polygonal 3D world Analogue joystick allowed 3D movement, and 3D games needed dedicated buttons for camera movement

Evolution of Input Devices Now we re going to skip forward 20 years, to today Current VR setups consist of a 6DOF tracked headset, controllers, and sensors. Available inputs are gaze, hand movements, head movements, buttons on controllers and finger positions

Evolution of Input Devices In VR, controllers that can be tracked can show physically impossible UI, such as floating UI elements that instruct the user on what certain buttons/gestures do It s also possible to use traditional input methods, but many don t work, especially when the user isn t familiar with them, because they aren t visible in the virtual environment.

Problem Developers today are settling for old user interface standards Pointing and clicking isn t something that s done in every day life, especially off of a floating plane Can be thought of as using a huge, high definition TV to watch a low resolution, black and white version of a movie It can be difficult to become immersed in a piece of software while performing such unnatural interactions http://www.portugal-tech.pt/showthread.php?t=2611

Presence Combination of many factors On the most fundamental level, the feeling of being present in a digital world Related to flow Things like UIs not optimized for VR, as well as uncomfortable, unnatural interactions can make presence difficult to achieve Natural interactions are required for presence

Unnatural Interactions Unnatural interactions come about because there isn t a standard for VR interactions, developers have to build their own solutions using the few best practices

Natural Interactions Low level gestures Actions that represent daily real human actions Physical interfaces that are also represented in the virtual environment Joystick, steering wheel, tracked controllers Helps ground the user physically Can feel something that s in the virtual environment

Future of VR interactions Life-like interactions Less intermediary devices Eventually, no intermediary devices Directly interfacing with software Hand gestures, body movement, eye movement, speech Complete immersion, no obstacles User interface is completely software Data can be collected, interactions improved Transparency Retinal projection (Magic Leap) AR

Conclusion More forward-facing solutions Reaching the boundaries of a format leads to the next format More natural interactions Preparation for AR Future of VR isn t VR, it s AR Natural, transparent interactions are going to be even more important when proper AR comes around

Sources [1] J. Durbin, Oculus Touch vs. HTC Vive - Which Is The Better VR Controller?, UploadVR, 16-Jun-2016. [Online]. Available: https://uploadvr.com/oculus-touch-vs-htcvive-better-controller/. [Accessed: 09-Feb-2018]. [2] N. E. Seymour, A. G. Gallagher, S. A. Roman, M. K. O'Brien, V. K. Bansal, D. K. Anderson, and R. M. Satava, Virtual Reality Training Improves Operating Room Performance, Annals of Surgery, pp. 458 464, Oct. 2002. [3] M. McCoy-Thompson, How to Make VR Experiences That Actually Matter, Singularity Hub, 05-Feb-2018. [Online]. Available: https://singularityhub.com/2017/05/18/how-to-make-vr-experiences-that-actually-matter/#sm.00000u8vgqjybcfbcvjznxbis06qb. [Accessed: 09-Feb-2018]. [4] M. J. Schuemie, P. Van Der Straaten, M. Krijn, and C. A. P. G. Van Der Mast, Research on Presence in Virtual Reality: A Survey, CyberPsychology and Behavior, vol. 4, no. 2, 2001. [5] X. Zeng, X. Sang, D. Chen, P. Wang, N. Guo, B. Yan, and K. Wang, An interactive VR system based on full-body tracking and gesture recognition, Optical Design and Testing VII, 2016. [6] K. Olszewski, J. J. Lim, S. Saito, and H. Li, High-fidelity facial and speech animation for VR HMDs, ACM Transactions on Graphics, vol. 35, no. 6, pp. 1 14, Nov. 2016. [7] Sam Machkovech - Apr 8, 2016 1:02 pm UTC - https://arstechnica.com/tech-policy/2016/04/oculus-brings-real-and-pervasive-data-mining-to-virtual-reality/ https://www.gamasutra.com/view/news/312469/game_design_deep_dive_creating_comfortable_ui_for_vr_strategy_in_skyworld.php https://en.wikipedia.org/wiki/super_nintendo_entertainment_system#technical_specifications https://en.wikipedia.org/wiki/nintendo_entertainment_system https://en.wikipedia.org/wiki/gamecube https://en.wikipedia.org/wiki/wii https://en.wikipedia.org/wiki/wii_u https://en.wikipedia.org/wiki/nintendo_switch