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Soheil Khodayari
shl.khodayari@gmail.com
What do Haptics mean?
Simply, touch feedbacks that
provides a satisfying sence of
presence in virtual reality.
It’s time to …
touch it!
We’ve seen virtual reality
Touch In IVEs
 A virtual hand penetrates a
virtual object because there is
no real object to touch.
 Experiences such as the one
indicated in the figure destroy
the illusion upon which the
usefulness of VEs depends.
Haptic Feedback Solutions
There are two broad classes of haptic
feedback solutions in VEs:
1. active-haptic feedback (or active
haptics)
2. passive-haptic feedback (or
passive haptics)
Active Haptics
 Active haptics are computer
controlled devices that supply
tactile or force feedback to the
user through electric, electronic, or
mechanical means.
 Example: In the case of Robotic
Shape Displays, a robotic arm
places a real object correctly in
front of the user’s hand
Passive Haptics
 physical props to which virtual objects are
registered
 traditionally, for every virtual object to be
touched, there must be an analogous physical
prop.
 That is, traditional passive haptics use a one-
to-one mapping between real and virtual
objects
Passive Haptics (Cont.)
Limitation:
 an entire real-world infrastructure would need
to be built and changed whenever a virtual
scene is changed
Solution:
 Haptic Retargeting
 i.e. Mapping need not be one to one
Haptic Retargeting (HR)
Definition:
 reusing the passive haptics of the same real
physical objects across multiple virtual
objects.
 This can be generalized to finding a mapping
between the virtual and real coordinate
systems.
Mapping requirements
1. The mapping is dynamic; i.e. the solution
should support interactive manipulations and
not require careful placement of objects or
pre-computed solutions.
2. The mapping is minimally noticeable (or
unnoticeable) and therefore minimally
disturbing to the person.
Techniques For HR Solution
 There are three approaches:
I. Body Warping(a.k.a. hapic hand)
II. World Warping(a.k.a. redirected passive haptics)
III. Hybrid Warping(both World and Body manipulation)
1 Body Warping
Body Warping Example
consider a simple arrangement:
 a real cube A positioned on the desk in front of the user
and the virtual cube A′ shifted slightly to the right.
 to ensure that the virtual hand meets the real cube, a
translation to the right must be applied
 Shift the entire rendering of the body to the right
Place your screenshot here
Microsoft Research
Dynamic Repurposing of
Passive Haptics, Minecraft
Game
Top-down view of setup with
Kinect (green), Oculus HMD (blue) and Oculus DK2 Camera (red).
Arrangement of cubes
 Left: before the demonstration task begins
 Right: two cubes removed once the HMD is put on
 In each phase, pressing a button initiates a new trial,
mapping the single physical cube to one of the three virtual
cubes using Body Warping.
Place your screenshot here
Body Warping
(a) causes hand to drift
away from expected body
position
(b) with a body-friendly
warp, alignment can be
achieved without
drastically separating hand
from body.
1 for 3 Illusion!
Body Warping
Microsoft Research
Minecraft Project
2 World Warping
“
World Warping Means …
 Manipulating the virtual world’s
coordinate system.
 i.e. Moving the virtual world to align
different virtual objects in turn with the
same real object.
Place your screenshot here
Ring of Cubes Illusion!
Progressively maps a single
physical cube to different
virtual cubes arranged in
an arc around the button,
and within the user’s reach.
Ring of Cubes
Illusion!
World Warping
Microsoft Research
Minecraft Project
3 Hybrid Warping
Hybrid Warping
Combines Body and World Warping
such that :
1. head motions activate World
Warping
2. hand motions activate Body
Warping
1. The real cube first aligned with the green cube (left)
2. Moving towards the red cube with World Warping
while the user looks around (middle)
3. The alignment is completed with Body Warping as
they reach for it (right).
Hybrid Warping
Microsoft Research
Minecraft Project
It’s time for
Redirected Walking!
We’ve seen redirected
touching ….
Redirected
Walking !
Unlimited Corridor.
RDW technique!
Unlimited Corridor.
Augmented reality flavors
Closer Than Ever …
Redirected Taste
Place your screenshot here
Augmented Reality
Flavors!
Dominance of vision and
olfactory when senses
conflict
Place your screenshot here
Feel What You Play!
Teslasuit
The Prodigy and the
Pioneer Suits, with 52
and 16 impact points
respectively.
Redirected Walk
Final Words
Redirected
Touch
Haptic Suits
Redirected Taste
If we want the haptics, we need more and
more tactics!
References
[1] M. Azmandian, M. Hancock, H. Benko, E. Ofek, A. Wilson, Haptic Retargeting:
Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences,
Microsoft Research, SIGCHI, 2016
[2] L. Kohli, Redirected Touching, Doctoral Dissertation, Frederick P. Brooks, The
University of North Carolina at Chapel Hill, NC, USA, 2013
[3] T. Narumi, K. Matsumoto, Y. Ban, Y. Yanase, T. Tanikawa, M. Hirose, Unlimited
corridor: redirected walking techniques using visuo haptic interaction, ACM SIGGRAPH
2016 Emerging Technologies, The University of Tokyo, 2016
[4] “How VR could have you walking in circles in future without knowing it,” [Online].
Available: https://techcrunch.com/2016/08/05/. [Accessed 17 May 2017]
[5] F. Steinicke ; G. Bruder ; L. Kohli ; J. Jerald ; K. Hinrichs, Taxonomy and
Implementation of Redirection Techniques for Ubiquitous Passive Haptic Feedback,
Cyberworlds, 2008 International Conference, Hangzhou, China, IEEE, January 2009
Thanks!
Any questions?

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Haptic Retargeting For Virtual Reality

  • 2. What do Haptics mean? Simply, touch feedbacks that provides a satisfying sence of presence in virtual reality.
  • 3. It’s time to … touch it! We’ve seen virtual reality
  • 4. Touch In IVEs  A virtual hand penetrates a virtual object because there is no real object to touch.  Experiences such as the one indicated in the figure destroy the illusion upon which the usefulness of VEs depends.
  • 5. Haptic Feedback Solutions There are two broad classes of haptic feedback solutions in VEs: 1. active-haptic feedback (or active haptics) 2. passive-haptic feedback (or passive haptics)
  • 6. Active Haptics  Active haptics are computer controlled devices that supply tactile or force feedback to the user through electric, electronic, or mechanical means.  Example: In the case of Robotic Shape Displays, a robotic arm places a real object correctly in front of the user’s hand
  • 7. Passive Haptics  physical props to which virtual objects are registered  traditionally, for every virtual object to be touched, there must be an analogous physical prop.  That is, traditional passive haptics use a one- to-one mapping between real and virtual objects
  • 8. Passive Haptics (Cont.) Limitation:  an entire real-world infrastructure would need to be built and changed whenever a virtual scene is changed Solution:  Haptic Retargeting  i.e. Mapping need not be one to one
  • 9. Haptic Retargeting (HR) Definition:  reusing the passive haptics of the same real physical objects across multiple virtual objects.  This can be generalized to finding a mapping between the virtual and real coordinate systems.
  • 10. Mapping requirements 1. The mapping is dynamic; i.e. the solution should support interactive manipulations and not require careful placement of objects or pre-computed solutions. 2. The mapping is minimally noticeable (or unnoticeable) and therefore minimally disturbing to the person.
  • 11. Techniques For HR Solution  There are three approaches: I. Body Warping(a.k.a. hapic hand) II. World Warping(a.k.a. redirected passive haptics) III. Hybrid Warping(both World and Body manipulation)
  • 13. Body Warping Example consider a simple arrangement:  a real cube A positioned on the desk in front of the user and the virtual cube A′ shifted slightly to the right.  to ensure that the virtual hand meets the real cube, a translation to the right must be applied  Shift the entire rendering of the body to the right
  • 14. Place your screenshot here Microsoft Research Dynamic Repurposing of Passive Haptics, Minecraft Game
  • 15. Top-down view of setup with Kinect (green), Oculus HMD (blue) and Oculus DK2 Camera (red).
  • 16. Arrangement of cubes  Left: before the demonstration task begins  Right: two cubes removed once the HMD is put on  In each phase, pressing a button initiates a new trial, mapping the single physical cube to one of the three virtual cubes using Body Warping.
  • 17.
  • 18. Place your screenshot here Body Warping (a) causes hand to drift away from expected body position (b) with a body-friendly warp, alignment can be achieved without drastically separating hand from body.
  • 19. 1 for 3 Illusion! Body Warping Microsoft Research Minecraft Project
  • 21. “ World Warping Means …  Manipulating the virtual world’s coordinate system.  i.e. Moving the virtual world to align different virtual objects in turn with the same real object.
  • 22. Place your screenshot here Ring of Cubes Illusion! Progressively maps a single physical cube to different virtual cubes arranged in an arc around the button, and within the user’s reach.
  • 23. Ring of Cubes Illusion! World Warping Microsoft Research Minecraft Project
  • 25. Hybrid Warping Combines Body and World Warping such that : 1. head motions activate World Warping 2. hand motions activate Body Warping
  • 26. 1. The real cube first aligned with the green cube (left) 2. Moving towards the red cube with World Warping while the user looks around (middle) 3. The alignment is completed with Body Warping as they reach for it (right).
  • 28. It’s time for Redirected Walking! We’ve seen redirected touching ….
  • 31. Augmented reality flavors Closer Than Ever … Redirected Taste
  • 32. Place your screenshot here Augmented Reality Flavors! Dominance of vision and olfactory when senses conflict
  • 33. Place your screenshot here Feel What You Play! Teslasuit
  • 34. The Prodigy and the Pioneer Suits, with 52 and 16 impact points respectively.
  • 35. Redirected Walk Final Words Redirected Touch Haptic Suits Redirected Taste If we want the haptics, we need more and more tactics!
  • 36. References [1] M. Azmandian, M. Hancock, H. Benko, E. Ofek, A. Wilson, Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences, Microsoft Research, SIGCHI, 2016 [2] L. Kohli, Redirected Touching, Doctoral Dissertation, Frederick P. Brooks, The University of North Carolina at Chapel Hill, NC, USA, 2013 [3] T. Narumi, K. Matsumoto, Y. Ban, Y. Yanase, T. Tanikawa, M. Hirose, Unlimited corridor: redirected walking techniques using visuo haptic interaction, ACM SIGGRAPH 2016 Emerging Technologies, The University of Tokyo, 2016 [4] “How VR could have you walking in circles in future without knowing it,” [Online]. Available: https://techcrunch.com/2016/08/05/. [Accessed 17 May 2017] [5] F. Steinicke ; G. Bruder ; L. Kohli ; J. Jerald ; K. Hinrichs, Taxonomy and Implementation of Redirection Techniques for Ubiquitous Passive Haptic Feedback, Cyberworlds, 2008 International Conference, Hangzhou, China, IEEE, January 2009