The slide deck accompanying my Grace Hopper 2015 lightning talk on inclusive VR development. How considerations on spatial awareness, motion sickness, and physical presence helps the development of experiences that work well for the masses.
4. 2015
Why Virtual Reality?
The Approach
Immersive computing makes
technology more relatable
Powerful experiences that more
closely reflect our real-world
behaviors
The Benefits
Memories formed in VR are more
closely related to memories of
real-world experiences
Higher degree of empathy
6. 2015
Inclusion in VR
Spatial awareness
Motion sickness
Body presence: does my virtual self reflect
how I view myself in the physical world?
− Gender
− Age
− Life Experiences
7. 2015
Observation
My Fear:
I am absolutely terrible at navigation in video
games! Is this going to translate into doing
worse in VR apps?
9. 2015
Spatial Awareness: Maze Navigation
Men complete virtual
mazes 33% more
quickly than women
and utilize both halves
of the hippocampus to
create a mental
representation of their
environment
Women use only the
right hippocampus
during maze navigation,
relying on landmarks to
construct an exit
strategy
Purvis et. all, 2004
10. 2015
Spatial Awareness
Not well-understood: certain studies suggest
that differences are due to confirmation bias
11. 2015
Spatial Awareness: Potential Impact
Some people may have a harder time
navigating through virtual environments
Interacting with virtual objects may not be as
intuitive
12. 2015
Observation
I notice as I give & observe demos that men
generally stay in a VR app longer than women.
It’s also very difficult to judge whether I’m going
to feel motion sick from a given app.
14. 2015
Motion Sickness: 3D Visual Cues
Figuring out an object’s
position is done through
shape-from-shading and
motion parallax
Women will prioritize
cues form shape-from-
shading over motion
parallax
An example of shape-from-shading at high
and low intensities. Princeton University
15. 2015
Impact
Individuals with higher sensitivity to motion
sickness may physically be unable to
experience certain applications
21. 2015
Looking Ahead
1. Ensure you’re testing with a diverse user pool
2. Remove unnecessary “self” details that can
detract from presence
22. 2015
Looking Ahead
1. Ensure you’re testing with a diverse user pool
2. Remove unnecessary “self” details that can
detract from presence
3. Innovate around lighting & shadowing to
remove unnatural behaviors
25. 2015
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Editor's Notes
Talk about why immersive computing has so much potential.
Experience events and storytelling from multiple perspectives
Create and test experiments that can’t be done in real life as easily
Synthesize information spatially
Increase comfort of personal computing
Although VR from a wide-scale consumer adoption standpoint is still in infant stages, benefits of virtual reality technologies are already being formed.
New considerations for building VR experiences: you have to build solutions that cover the entire sphere of view around a user, you can’t build for one specific body type or gender, your experience has to be symbiotic with your user’s physical actions
Users will expect their entire surrounding area to be replaced. Different from how we view a screen that has a smaller area of content
The connection to the digital representation is more important than ever – browsing the web does not require us relating to another digital being the way VR does
Physical actions play a much greater part in VR - your motions at a traditional computer are limited to mouse+typing (perhaps some touch) but in VR, your motions vary and being “wrong” in how they map to the virtual self is more problematic. Also consider things like sitting vs. standing.
Physical differences between men and women = VR differences for men and women
It’s suggested that hormones play a role in spatial awareness
Women are considerably more likely to suffer from motion sickness than men – generally thought to be related to hormone levels. In VR, this effect may be exacerbated by other factors that contribute to motion sickness.
Biological men are significantly more likely to utilize visual cues from motion parallax (good in VR) than women, who are significantly more likely to utilize shape-from-shading (much harder to get perfect in CG)
Motion Parallax: How we understand an object’s size based on how fast it moves in relation to us
Shape from shading: Estimation of surface normal to indicate shadowing / reflection – harder to get right due to the nature of how recursively deep calculation of surface normals can be done (shadows & lighting)
A scene from Owlchemy labs’ Job Simulator, where the player is being instructed by a robot how to cook. The developers noted that in their testing process, they found that shorter players struggled to reach some crucial objects in the scene. Mobility limitations also resulted in some testers attempting to rely on the virtual table to provide support.
Playing in a seated vs. standing position and the sense of self
A male avatar vs a female avatar
Height: On average, men are taller than women. Accounting for height and body size with positional tracking, how hardware is developed, and within the experience can have an impact on the usability of a virtual reality application. Use example from Owlchemy Labs with Job Simulator
Character Body: When in doubt, go without – our brains are more easily convinced of ownership of a digital self when the body is invisible over a visible but not matching body (e.g. a male avatar for a female player, and vice versa)
Inter-pupillary distance: the distance between eyes plays an important role in rendering content stereoscopically. It’s important to respect the player settings and calculate accordingly to account for a difference in average and mean IPD – 70mm vs 65mm (men / women 95th percentile data)
Making sure that experiences are being tested by a diverse user pool will help identify “edge” cases that are no longer edge cases for virtual reality
Remove unneeded “identifying” factors that a user may not relate to that would break the sense of presence – e.g. is there a gendered breathing noise on your character that may not match up with the player?
Making sure that experiences are being tested by a diverse user pool will help identify “edge” cases that are no longer edge cases for virtual reality
Remove unneeded “identifying” factors that a user may not relate to that would break the sense of presence
We need more information around how different people react in virtual environments and study in how we can build experiences that adapt well to a diverse pool of users. These areas include improvements and innovation in graphics programming, optimization, and testing for a diverse user base; it also includes a need for software engineers to work closely with other scientific fields in understanding how and why our brains work the way that they do in virtual environments. There isn’t a ton of information out there, but this is the tip of the iceberg, and it’s imperative that we make advancements to ensure that VR is a safe and inclusive new medium for all.
This is the last slide and must be included in the slide deck