Rob Lindeman, Director HITLab NZ.
In popular media:
- UI about complementing the character: their personality, proficiency in technology, basic scene state (e.g. red blaring lights for bad information coming).
- Impressions matter
- Flow is a good concept to study
- Popular media can give us good ideas
Terms:
- Presence: sense of ‘being there’
- Immersion: being surrounded
- Flow: heightened state of awareness/action
- Situation awareness: clear understanding of surroundings
- Natural interaction: interaction that recedes into the background
- Low cognitive load
‘Being there’
What does it mean to ‘be here’?
- Experience of going through some process to get to a place (e.g. walking through the door)
What does it mean to be together?
- Eye contact with others, talking, shaking hands
How can we re-create these using technology?
In a real environment, we can use:
- Hand-held mobile device
- Phones/tablets
- In-vehicle system
- Navigation/traffic
- Augmented reality
- There++: augmenting reality
For a remote physical environment:
- Phone
- Video conference
- Eye contact difficult: looking at the camera (for eye contact) means you can’t see others
- Teleoperated robots
- Allows movement and possibly even manipulating the environment
- Drones
In virtual environments:
- Video games: FPS, MMOs
- Can be present even without VR
- Multiplayer games mimic physical co-presence
- Immersive learning environments
- e.g. immersive chemistry
- Surgical simulations
- Allows more precision and manipulators
- Allows training on simulated data
In described environments:
- Movies
- Books
- As long as you have the essence, the brain is able to fill in the blanks through their imagination
- However, everyone imagines a different scene: this can lead to disappointment when a book is adapted into a movie
Game Design
What makes a good game?
A great game is a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal
- Sid Meier
‘Natural Funativity’:
- Survival-skill training
- Needs to have the player develop a set of skills with increasing levels of difficulty
- Putting them to the test: missions, quests, levels etc.
- Prize at the end (or in the middle)
- e.g. unlocking items, badges, leaderboards
Game structure:
- Movies:
- (typically) have a linear structure
- Are fixed - controlled by the writer/director/cinematographer
- In comparison, games must provide ‘interesting and meaningful choices’
- User must be in control
- Not fun to die due to circumstances outside your control
- Choices must make sense in the context of the story
Flow
Mihály Csíkszentmihályi, Flow: The Psychology of Optimal Experience (1990):
- Hightened sense of perception
- Highly focused on the primary task
- In the ‘sweet spot’ between frustration and boredom Occurs in athletes, writers, video gamers, programmers For game design:
- The ‘sweet spot’ for difficulty is relatively large
- Game difficulty must match the player skill (and increase over time)
- But if it matches exactly, this itself will cause the player to get boredom. Hence, difficulty should oscillate slightly
Convexity of game play:
- Provide a choke point: all paths, regardless of what the player chose, should lead to a single result
- e.g. bosses at the end of game stages, story progression
- The number of choices available after every iteration should increase
- e.g. unlocked items, skills, regions to explore
- This addresses the narrative paradox: writers can create a complete story while providing players with (the perception of) choice
Flow and convexity can be combined:
- The choke point should be at the higher end of difficulty
- After the choke point, choices can be provided to the user and the difficulty slightly decreased (relative to the player’s skill)
- By Jenova Chen (Thatgamecompany)
- Adaptive difficulty: game tries to determine player skill and adaptively change the difficulty level to match
Characterizing Flow:
- A challenge activity that requires skills
- The merging of action and awareness
- Tight coupling between actions and responses
- Clear goals
- Direct feedback
- Concentration on the task at hand
- Sense of control
- Loss of self-consciousness
- Transformation of time
Immersion
Immersion:
- To completely surround/envelope it
- e.g. swimming, intensive language course
- Affects all the senses
- Sound can be as important as the visuals
- Also need to consider touch and smell
- How can we immerse MR users?
Haptic ChairIO (Feng et al., 2016):
- Chair that looks like a joystick
- And acts like a joystick: it leans, and tilt sensors can be used as input
- HITLab added vibration floor, pan-tilt fan units:
- Combined with VR headset for audio/video
- Footstep vibrations and fans (wind from the ‘motion’) provide movement cues
- Non-fatiguing: sitting down, hands free to do other work
- Clear mapping of seat movement to camera movement
Natural interaction:
- Recedes into the background:
- Low cognitive load for interaction techniques
- Stimuli/feedback can be easily digested
- Low cumber
- Multi-sensory feedback
- Multi-modal user input
- e.g. ‘put that over there’: combines pointing (gesture) and voice
- Hybrid ways of executing commands
- Interactions should evolve with the user
- Provide scaffolding to novices
- Provide fast and efficient interactions for experts
Personal experiences:
- We all filter our senses
- Variations in eyesight, hearing etc.
- Different childhood experiences
- Different moods
Presence
Types of presence:
- Presence: sense of ‘being there’
- How virtual characters react to you
- The depth of the interactions with the environment
- Can you turn on the tap? Open a cupboard? Pick up a cat?
- Every interaction has a cost, both in terms of development and performance
- The invisibility/naturalness of the interface
- The lack of distractions (e.g. cables)
- Co-presence: ‘being there together’
- Multiple people can be in the same shared space without feeling ‘together’
- Tele-presence: ‘being over there’
- Remotely present in a partially physical space
- Tele-co-presence: ‘being over there together’?
Measuring presence:
- How can be measure if someone feels ‘present’ in a game or other virtual environment?
- How can we measure the depth of presence?
- Methods:
- Questionnaires
- Slater Usoh Steed
- Witmer & Singer
- Questions must be written carefully and validated
- Ensure they are unambiguous
- Measurement is done after the fact
- Behaviors
- Watch the user and see how they react
- If you throw something at them, do they duck?
- If they get hit, do they scream?
- Will they refuse to walk off a ledge?
- Hard to measure the depth of presence (but easy to see it)
- Issue: you may need to invent/incorporate events
- Watch the user and see how they react
- Physiological measures
- Possible metrics:
- Heart rate
- Sweat (galvanic skin response or skin conductance)
- Breathing rate/regularity
- Hard to fake
- Issues:
- Some measures take time to settle
- May need to calibrate to a baseline
- Need to wear sensors
- Possible metrics:
- Questionnaires
The Real World
The real world is great:
- Fast update rate
- Multi-modal rendering
- Really good physics
- Nearly infinite fidelity
- Can handle massive numbers of objects and players
- Realistic crowd behavior
- Minimal lag
Hence, it is useful to use existing things from the real world: this makes AR easier than VR in terms of fidelity.
But beyond perceptual, there is:
- Anticipation
- Expectations
- Previous experiences
We can tap into experiences already anchored in the mind of the user: provide the essence and let the brain fill in the details, or plant new experiences: seeds that can grow and become scaffolding for future experiences.
To do this:
- Prime the user to expect what you are about to show
- A VR experience starts long before the physical experience:
- Advertising
- Word of mouth
- To plant the seed, tell give them some specific information: this reduces variability between users.
- e.g. while you wait in line at a Disney park, you are shown videos, newspaper clips describing the backstory etc. which immerse you and reduce perceived wait time
- A VR experience starts long before the physical experience:
- Remove all distractions
- Non-interactable objects (e.g. cupboards that you can’t open)
- Lack of interaction precision
- Fatigue
- Bumping into cables
- Wearing a lot of gear
The myth of technical immersion:
- Technology is not necessary to achieve immersion
- Books are very low-tech but can still transport us to fantastic places
- Our ‘high-fidelity’ technology is still relatively low-fidelity:
- Leverage the mind to fill in the blank
- e.g. in Alien, you don’t see the alien until the end
- e.g. reading a ghost story at night with a window open: the environment and story are matched
- Tasks should be:
- Easy to learn
- Easy to carry out
- Not fatiguing
- Require appropriate precision
- e.g. movement/velocity control: need both very fine and large movements
- Support appropriate expressiveness
Impossible spaces:
- Have a non one-to-one mapping for rotation to redirect walking and effectively increase the size of the virtual space
- Change blindness for redirected walking: modify/reconfigure the virtual space when they are looking the other way
- Redirection also works with reaching, touching