Part 1: Yuanjie Wu
Yuanjie Wu, post-doc researcher at HIT Lab.
(currently in Auckland).
Senses
Creating a realistic experience must provide a multi-sensory experience and create a sense of presence.
A VR system can be modeled as a loop of:
- Input: data coming into the system from the user
- Application: physics simulation, user interaction
- Rendering: transform of data in computer-friendly format into human-friendly format - visual, aural, haptic, olfactory, gustatory
- Output: feedback perceived by the user
What is ‘input’ and ‘output’ depends on the point of view: the system or the human.
Subjective reality: the way an individual experiences and perceives the external world in their own mind.
Brains consciously and sub-consciously find patterns. The sub-conscious can be thought of as a filter that only allows information that does not conform to the patterns to pass through.
Perceptual illusions provide insight into some of the shortcuts the brain makes:
- Jastrow and Ponzo railroad illusion: brain can misinterpret size
- Moon illusion: moon appears larger when on the horizon (compared to high in the sky) as there are foreground items that can be used as a frame of reference.
- Ouchi illusion: rectangles appear to move
Mental models: NLP (neuro-linguistic programming)
- External stimuli (senses) pass through
- Filters, which delete, distort and generalize the information
- Based on meta programs, values, beliefs, attitudes, memories, decisions
- Which consciously and unconsciously impacts the person’s
- Internal state:
- Mental model
- Emotional state
- Physiology
VR research problems:
- Avatars
- Tracking
- Cybersickness
- Locomotion
- Navigation
- Perception/cognition
- Social dynamicsoSafety
- Ethics
- Sensory delivery:
- Tactile (e.g. force feedback, temperature, pressure)
- Olfactory/gustatory
- Evaluation metrics
- Interaction/manipulation
- Latency/FOV
- Fatigue
Multi-sensory VR systems
- Sub-systems:
- Stimulation of the senses
- Requires specific hardware, software and protocols
- Stimulation of the senses
- Data processing
- Pre-processing:
- Filtering
- Serialization
- Transmission
- Pre-processing:
- Integration: combining all data into one rendering system
- Data fusion
- Application
Subject wearing HMD in a cage:
- Enough space to walk around a little
- External cameras track position
- Fans mounted on cage used to direct wind
- Aroma diffusers using multiple scent bottles
- Speakers attacked to floor used for vibration
- e.g. simulating off-road driving
Avatar system:
- Control system
- Full body tracking with multiple Kinect cameras
- Needed to estimate orientation - Kinects could not determine if they were looking at the person’s front or back
- Leap motion attached to the headset for natural hand tracking
- Limited tracking range: users had to put their hands directly in front of them
- Fix: stick 5 Leap motion sensors onto the headset
- HTC Vive lighthouse used for HMD positioning?
- Full body tracking with multiple Kinect cameras
Realism:
- Appearance realism
- Behavior realism
- Verbal behavior
- Non-verbal behvaior
- Body movement, facial expressions etc.
Part 2: Rory Clifford
Dr. Rory Clifford, post-doc research fellow at HIT Lab.
Focus on training simulations, cultural preservation.
What creates a profound VR experience?
- Emotion
- Sound
- Movement
- Makes users feel present and localized within the space
In the first 30 seconds, you must:
- Grab the person’s attention
- e.g. flashing light to grab the user’s attention
- Provide affordances to navigate the environment
- They may be going the wrong way
- Although both diagetic and non-diagetic affordances can be used, diagetic cues keep the user more immersed
- Provide a natural and intuitive method of interaction
Sound:
- Induces mood
- Deepens the presence
- Adds believability
- 3D spatial sound especially deepens immersion
- Can also help with UI problems like navigation and discovery
- Don’t over do it
Movement:
- Movement types:
- Teleportation
- 360 video:
- Quick and easy way to produce VR content
- Can only teleport to pre-defined positions
- 360 video:
- Gaze-based
- Physical controls
- e.g. replica of steering wheel
- Teleportation
Smell:
- Olfactory sensory system
- Direct connection to brain through crainal nerves: most other sensory input passes through hypothalamus - an additional step of processing
- Must limit amount of smell to prevent simulator sickness
- Can trigger memories
- Theory: help users remember VR training when in actual scenarios
Vibro-tactile feedback:
- e.g. jolts, earthquakes, engine vibration
- Low-frequency audio passing through subwoofers or audio transducers
- Can be external (e.g. floor or other hard surface) or fitted (e.g. vest)
- Vests: portable, but users are aware that the vest is there, reducing immersion
Haptics:
- Independent of the sound channel
- Assists with spatial awareness and helping anchor the user in virtual space
- More control over the vibration (supported in game engines)
Fire Emergency NZ (FENZ):
- Arial firefighting training
- Can only train once a year before fire training
- Can’t exactly start fires for training
- Expensive: requires several aircraft
- Projector-based windows
- Headsets with multiple simulated audio channels mimicking real headsets
- Vibro-tactile feedback in chairs
Modeling the real world:
- Photogrammetry:
- Low accuracy but provides good textures
- Requires cleanup to reduce number of polygons
- LiDAR:
- High-accuracy, high-polygon count
- Camera used for texturing, but not great - should be combined with photogrammetry