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LECTURE 6: EXAMPLE
VR APPLICATIONS
COMP 4026 – Advanced HCI
Semester 5 - 2018
Bruce Thomas, Mark Billinghurst, Gun Lee
University of South Australia
August 28th 2018
Lecture 5: Recap
• Interaction Design for VR
• Iterative method for designing VR experiences
• Applying well known ID techniques to VR
• Interaction Design Process
• Needs analysis
• Experience Design
• System Prototyping
• Evaluation
The Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
Methods for Identifying User Needs
Learn from
people
Learn from
analogous
settings
Learn from
Experts
Immersive
yourself in
context
VR Design Considerations
• Use UI Best Practices
• Adapt know UI guidelines to VR
• Use of Interface Metaphors/Affordances
• Decide best metaphor for VR application
• Design for Humans
• Use Human Information Processing model
• Design for Different User Groups
• Different users may have unique needs
• Design for the Whole User
• Social, cultural, emotional, physical cognitive
Typical Development Steps
▪ Sketching
▪ Storyboards
▪ UI Mockups
▪ Interaction Flows
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Increased
Fidelity &
Interactivity
VR Prototyping Tools
• Low Fidelity
• Sketched Paper Interfaces – pen/paper, non-interactive
• Onride Photoshop tool – digital, non-interactive
• InstaVR - 360 web based tool, simple interactivity
• SketchBox – create VR interface inside VR
• High Fidelity
• Entiti – template based VR with visual programming
• A-Frame – web based VR tool using HTML
• EditorVR – Unity wrapper inside VR
• Unity/Unreal Game Engine – programming needed
Four Evaluation Paradigms
•‘quick and dirty’
•usability testing (lab studies)
•field studies
•predictive evaluation
Examples Mentioned
EXAMPLE VR APPLICATIONS
Virtual Reality Applications
• Ideal applications for VR should:
• Be strongly visual, have 3D spatial elements
• Benefit from first person immersion
• Benefit from 3D manipulation/navigation
• Support Autonomy, Interaction and Presence (AIP Cube)
• Etc..
Not Everything Should be Done in VR
Dr Fun - 1990
Many Possible Types of VR Applications
From https://www.slideshare.net/ampnewventures/virtual-reality-vr-continuum-amp-new-ventures
Potential Disruption for Existing Domains
https://www.slideshare.net/BDMIFund/the-emerging-virtual-reality-landscape-a-primer
Example VR Applications
• Education
• Google Expeditions
• Medicine
• Virtual Characters
• Entertainment
• The Void, Zero Latency
• Art + Design
• Tilt Brush
• Collaboration
• Facebook Spaces
EDUCATION
Google Expeditions
• https://edu.google.com/expeditions/
• Mobile VR Educational application (Android, iOS)
• Designed for classroom experiences
Google Expeditions
• Goal: Provide low cost educational VR experience
• Based on Google Cardboard VR platform
• Different roles:
• Guide— person leading an expedition on a tablet
• Explorer— person following an expedition on a phone.
• Usage
• Used by over 1 million students
• Over 500 educational experiences developed
• Royal Collection Trust, American Museum of Natural History, etc.
Teacher Led VR Experiences
• Teacher/Guide uses tablet to control the experience
• Selects the virtual tour experience
• Guide sees tour script, can select immersive scenes to view
• Guide sees focus point and where individual students are looking
• Students connect as followers, look at what guides highlight
Guide Interface
System
• Hardware
• Google Cardboard mobile viewer
• Smart phones + tablet (class set)
• Wireless router
• Software
• Viewer and Guide applications (iOS/Android)
• 360 image/video VR experiences
Class set for 30 students
Example Experiences
• Over 500 locations/experiences
• Great barrier reef, Great Wall of China, Grand Canyon, etc.
Demonstration
• https://www.youtube.com/watch?v=3MQ9yG_QfDA
Feedback
• Teacher/student survey (100 people)
• 65% experienced a “Wow” moment during Google expedition
• Noted the variety of educator styles and approaches possible
• People enjoyed “The feeling of ‘being’ there”
From https://www.slideshare.net/zoesujon/google-expeditions-virtual-reality-and-the-classroom
Limitations
• 53% of participants identified some problems, including:
• Difficult for some people who wore glasses
• Some complained of eye strain, headaches or nausea
• Some staff were reluctant/resistant to use the leader tablet
• Issues of disabilities and inclusion
Key Findings
• Low cost VR/mobile VR can provide a valuable
educational experience
• Visit different locations, different times, etc.
• Teach interaction key
• Acting as guide, providing educational context
• VR requires more work
• Address simulator sickness, ergonomic issues, etc.
• Immersion/Presence creates learning
• Immersion creates memorable educational experience
Challenges/Solutions
• Making VR accessible
• Designing for phones, tablets, low cost viewers
• Synchronizing content with all viewers
• Teacher controlled viewing
• Teacher can guide experiences
• Engaging interaction on simple viewers
• Head pointing based interaction, button input
• Supporting Educational goals
• Providing compelling educational content
MEDICINE
Virtual Patients
• Problem
• Many doctors have poor doctor/patient skills
• Have limited opportunity during training to learn skills
• Solution
• Virtual patients that doctors can communicate with naturally
• Artificial agents with speech understanding
Typical System Setup
• Trainee in front of projection screen
• Speech and gesture recognition
• Intelligent agent on screen
Johnsen, K., Raij, A., Stevens, A., Lind, D. S., & Lok, B. (2007, April). The validity of a virtual
human experience for interpersonal skills education. In Proceedings of the SIGCHI conference
on Human factors in computing systems (pp. 1049-1058). ACM.
Demo:
• https://www.youtube.com/watch?v=xC70_tRGOOk
Key Findings
• Virtual Humans can replace actors in training
• interaction skills used with a virtual human translate to
the interaction skills used with a real human
• Students feel a strong sense of co-presence
• Having character respond to speech and gesture
increases immersion
• VR is capable of creating realistic characters
• Life size, intelligent backend, speech recognition
• Skills learnt transfer to real world
Challenges/Solutions
• Training in medical environment
• Design for training in medical exam room
• Use projected VR not HMDs
• Natural interaction
• Support speech and gesture interaction
• Tactile/haptic feedback
• Use prosthetics to add support for palpation and other
tactile interaction between doctor and virtual patient
• Supporting Educational goals
• Give virtual character domain knowledge
ENTERTAINMENT
Large Scale VR Gaming
• Provide multi-player VR gaming in warehouse space
• Examples
• The Void - https://www.thevoid.com/
• Zero Latency - https://zerolatencyvr.com/
Typical System
• Wide Area Tracking
• Computer vision, lights/reflective balls
• > 120 cameras for 300 m2 space
• Backpack VR system
• Haptic feedback, wireless HMD
• Real Props
• Tracked objects, walls
Tracking cameras
Backpack system
The Void Demo
• https://www.youtube.com/watch?v=XgetffuOgBA
Key Findings
• Wide area tracking possible
• vision based systems can create large scale wide areas
tracking, fast enough for game play
• Shared gameplay improves experience
• Focus on collaborative experiences, using avatar
representations and roll division
• Haptic feedback significantly increases presence
• Use of physical props (objects, walls)
• Content is king
• Systems need compelling content/game place
Challenges/Solutions
• Wide area tracking
• Computer vision tracking of
• Over 100 cameras + multiple servers
• Freedom of movement
• Custom wireless VR backpacks
• Ruggedized HMDs, weapon props
• Natural interaction
• Redirected walking, tangible props
• Compelling content
• Multi-sensory feedback, custom game platform
ART + DESIGN
Tilt Brush
• Intuitive 3D immersive drawing/sculpting program
• Developed by Patrick Hackett and Drew Skillman 2014
• Acquired by Google in 2015
• https://www.tiltbrush.com/
Functionality
• Goal: Extremely natural 3D painting/sculpting
• User Interface
• Two handed interface designed for two controllers (Vive, Rift)
• Brush in dominant hand, tool palette in non-dominant
• Typical drawing functionality – color, brush width, undo/redo, etc..
• Content sharing
• Created content can be exported/shared in 2D/3D formats
Demo
• https://www.youtube.com/watch?v=TckqNdrdbgk
Artist Feedback
• https://www.youtube.com/watch?v=91J8pLHdDB0
Example Tilt Brush Sketches
• https://poly.google.com/
• Explore in desktop VR
Key Findings
• Use familiar tools
• Tilt brush interface has familiar sculpting/painting tools –
e.g. brush size, colour pallet, etc
• Use intuitive interface
• Two handed tools with natural metaphor – one hand for
pallet/menu, one hand for painting/sculpting
• Provide Magical experience
• Provide experience not possible in real world, e.g.
changing body scale, painting in 3D, etc.
• Create a community
• Provide ways for people to share content
Challenges/Solutions
• Intuitive Interface
• Very natural metaphor – painting in space
• Two handed interface – map to VR controllers
• Familiar menu objects from paint programs
• Need for limited training
• Provide in app training, tool tips
• Content sharing
• Enable content to be exported in variety of formats
• Video, animated GIFs, 2D images, 3D files
• Engaging Experience
• Provides novel immersive artistic experience
COLLABORATION
Facebook Spaces
• Collaborative VR environment
• VR meeting and interaction space (up to 4 people)
• Focus on communication
• Speech and gesture based
• https://www.facebook.com/spaces
System Interaction
• Designed for Oculus Rift/HTC Vive
• Upper body tracking, touch controllers
• Simple interaction
• Loading scenes, direct object manipulation
• Content creation
• Selfie pictures, simple sketching
Demo
• https://www.youtube.com/watch?v=PVf3m7e7OKU
Key Findings
• Minimal social cues okay
• Even simple avatars can provide rich social experience
• Create shared social context
• Important to place users in same shared Virtual Reality
environment/shared social context
• Audio is key
• Provide low latency audio, spatial audio cues
• Create a reason for communicating
• Why should people want to connect? Create shared
activity/reason for people to conference
Challenges/Solutions
• Create shared sense of Presence
• Use common background, shared objects
• Natural communication
• Support non-verbal behaviour, speech/gesture input
• Intuitive interaction
• Map real body motion onto Avatars
• Limited ability to navigate/move through environment
• Engaging Experience
• Shared content creation, experience capture
Other Examples
• Many other examples of collaborative VR
• Rec Room, High Fidelity, AltspaceVR
• Sansar, VR chat, etc..
Example: High Fidelity Worlds
• https://www.youtube.com/watch?v=-ivL1DDwUK4
OTHER APPLICATIONS
Collisions – Australian VR Film
• http://www.collisionsvr.com/
• https://www.youtube.com/watch?v=-NZHLtmNi_s
Best VR Apps of 2018 (Digital Trends)
• ALLUMETTE – VR Stop motion film
• Google Earth – Travel/geography
• Kingspray Graffiti – Art/content creation
• The FOO Show - VR Talk show
• Virtual Desktop – Use desktop in VR
• www.digitaltrends.com/virtual-reality/best-virtual-reality-apps/
Google Earth
• https://www.youtube.com/watch?v=SCrkZOx5Q1M
Allumette
• https://www.youtube.com/watch?v=AkzdxgMBDi8
KingSpray Graffiti
• https://www.youtube.com/watch?v=3ygZBR_WPmI
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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COMP 4010 Lecture 6: VR Applications

  • 1. LECTURE 6: EXAMPLE VR APPLICATIONS COMP 4026 – Advanced HCI Semester 5 - 2018 Bruce Thomas, Mark Billinghurst, Gun Lee University of South Australia August 28th 2018
  • 2. Lecture 5: Recap • Interaction Design for VR • Iterative method for designing VR experiences • Applying well known ID techniques to VR • Interaction Design Process • Needs analysis • Experience Design • System Prototyping • Evaluation
  • 3. The Interaction Design Process Evaluate (Re)Design Identify needs/ establish requirements Build an interactive version Final Product Develop alternative prototypes/concepts and compare them And iterate, iterate, iterate....
  • 4. Methods for Identifying User Needs Learn from people Learn from analogous settings Learn from Experts Immersive yourself in context
  • 5. VR Design Considerations • Use UI Best Practices • Adapt know UI guidelines to VR • Use of Interface Metaphors/Affordances • Decide best metaphor for VR application • Design for Humans • Use Human Information Processing model • Design for Different User Groups • Different users may have unique needs • Design for the Whole User • Social, cultural, emotional, physical cognitive
  • 6. Typical Development Steps ▪ Sketching ▪ Storyboards ▪ UI Mockups ▪ Interaction Flows ▪ Video Prototypes ▪ Interactive Prototypes ▪ Final Native Application Increased Fidelity & Interactivity
  • 7. VR Prototyping Tools • Low Fidelity • Sketched Paper Interfaces – pen/paper, non-interactive • Onride Photoshop tool – digital, non-interactive • InstaVR - 360 web based tool, simple interactivity • SketchBox – create VR interface inside VR • High Fidelity • Entiti – template based VR with visual programming • A-Frame – web based VR tool using HTML • EditorVR – Unity wrapper inside VR • Unity/Unreal Game Engine – programming needed
  • 8. Four Evaluation Paradigms •‘quick and dirty’ •usability testing (lab studies) •field studies •predictive evaluation
  • 11. Virtual Reality Applications • Ideal applications for VR should: • Be strongly visual, have 3D spatial elements • Benefit from first person immersion • Benefit from 3D manipulation/navigation • Support Autonomy, Interaction and Presence (AIP Cube) • Etc..
  • 12. Not Everything Should be Done in VR Dr Fun - 1990
  • 13. Many Possible Types of VR Applications From https://www.slideshare.net/ampnewventures/virtual-reality-vr-continuum-amp-new-ventures
  • 14.
  • 15. Potential Disruption for Existing Domains https://www.slideshare.net/BDMIFund/the-emerging-virtual-reality-landscape-a-primer
  • 16. Example VR Applications • Education • Google Expeditions • Medicine • Virtual Characters • Entertainment • The Void, Zero Latency • Art + Design • Tilt Brush • Collaboration • Facebook Spaces
  • 18. Google Expeditions • https://edu.google.com/expeditions/ • Mobile VR Educational application (Android, iOS) • Designed for classroom experiences
  • 19. Google Expeditions • Goal: Provide low cost educational VR experience • Based on Google Cardboard VR platform • Different roles: • Guide— person leading an expedition on a tablet • Explorer— person following an expedition on a phone. • Usage • Used by over 1 million students • Over 500 educational experiences developed • Royal Collection Trust, American Museum of Natural History, etc.
  • 20. Teacher Led VR Experiences • Teacher/Guide uses tablet to control the experience • Selects the virtual tour experience • Guide sees tour script, can select immersive scenes to view • Guide sees focus point and where individual students are looking • Students connect as followers, look at what guides highlight Guide Interface
  • 21. System • Hardware • Google Cardboard mobile viewer • Smart phones + tablet (class set) • Wireless router • Software • Viewer and Guide applications (iOS/Android) • 360 image/video VR experiences Class set for 30 students
  • 22. Example Experiences • Over 500 locations/experiences • Great barrier reef, Great Wall of China, Grand Canyon, etc.
  • 24. Feedback • Teacher/student survey (100 people) • 65% experienced a “Wow” moment during Google expedition • Noted the variety of educator styles and approaches possible • People enjoyed “The feeling of ‘being’ there” From https://www.slideshare.net/zoesujon/google-expeditions-virtual-reality-and-the-classroom
  • 25. Limitations • 53% of participants identified some problems, including: • Difficult for some people who wore glasses • Some complained of eye strain, headaches or nausea • Some staff were reluctant/resistant to use the leader tablet • Issues of disabilities and inclusion
  • 26. Key Findings • Low cost VR/mobile VR can provide a valuable educational experience • Visit different locations, different times, etc. • Teach interaction key • Acting as guide, providing educational context • VR requires more work • Address simulator sickness, ergonomic issues, etc. • Immersion/Presence creates learning • Immersion creates memorable educational experience
  • 27. Challenges/Solutions • Making VR accessible • Designing for phones, tablets, low cost viewers • Synchronizing content with all viewers • Teacher controlled viewing • Teacher can guide experiences • Engaging interaction on simple viewers • Head pointing based interaction, button input • Supporting Educational goals • Providing compelling educational content
  • 29. Virtual Patients • Problem • Many doctors have poor doctor/patient skills • Have limited opportunity during training to learn skills • Solution • Virtual patients that doctors can communicate with naturally • Artificial agents with speech understanding
  • 30. Typical System Setup • Trainee in front of projection screen • Speech and gesture recognition • Intelligent agent on screen Johnsen, K., Raij, A., Stevens, A., Lind, D. S., & Lok, B. (2007, April). The validity of a virtual human experience for interpersonal skills education. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 1049-1058). ACM.
  • 32. Key Findings • Virtual Humans can replace actors in training • interaction skills used with a virtual human translate to the interaction skills used with a real human • Students feel a strong sense of co-presence • Having character respond to speech and gesture increases immersion • VR is capable of creating realistic characters • Life size, intelligent backend, speech recognition • Skills learnt transfer to real world
  • 33. Challenges/Solutions • Training in medical environment • Design for training in medical exam room • Use projected VR not HMDs • Natural interaction • Support speech and gesture interaction • Tactile/haptic feedback • Use prosthetics to add support for palpation and other tactile interaction between doctor and virtual patient • Supporting Educational goals • Give virtual character domain knowledge
  • 35. Large Scale VR Gaming • Provide multi-player VR gaming in warehouse space • Examples • The Void - https://www.thevoid.com/ • Zero Latency - https://zerolatencyvr.com/
  • 36. Typical System • Wide Area Tracking • Computer vision, lights/reflective balls • > 120 cameras for 300 m2 space • Backpack VR system • Haptic feedback, wireless HMD • Real Props • Tracked objects, walls Tracking cameras Backpack system
  • 37. The Void Demo • https://www.youtube.com/watch?v=XgetffuOgBA
  • 38. Key Findings • Wide area tracking possible • vision based systems can create large scale wide areas tracking, fast enough for game play • Shared gameplay improves experience • Focus on collaborative experiences, using avatar representations and roll division • Haptic feedback significantly increases presence • Use of physical props (objects, walls) • Content is king • Systems need compelling content/game place
  • 39. Challenges/Solutions • Wide area tracking • Computer vision tracking of • Over 100 cameras + multiple servers • Freedom of movement • Custom wireless VR backpacks • Ruggedized HMDs, weapon props • Natural interaction • Redirected walking, tangible props • Compelling content • Multi-sensory feedback, custom game platform
  • 41. Tilt Brush • Intuitive 3D immersive drawing/sculpting program • Developed by Patrick Hackett and Drew Skillman 2014 • Acquired by Google in 2015 • https://www.tiltbrush.com/
  • 42. Functionality • Goal: Extremely natural 3D painting/sculpting • User Interface • Two handed interface designed for two controllers (Vive, Rift) • Brush in dominant hand, tool palette in non-dominant • Typical drawing functionality – color, brush width, undo/redo, etc.. • Content sharing • Created content can be exported/shared in 2D/3D formats
  • 45. Example Tilt Brush Sketches • https://poly.google.com/ • Explore in desktop VR
  • 46. Key Findings • Use familiar tools • Tilt brush interface has familiar sculpting/painting tools – e.g. brush size, colour pallet, etc • Use intuitive interface • Two handed tools with natural metaphor – one hand for pallet/menu, one hand for painting/sculpting • Provide Magical experience • Provide experience not possible in real world, e.g. changing body scale, painting in 3D, etc. • Create a community • Provide ways for people to share content
  • 47. Challenges/Solutions • Intuitive Interface • Very natural metaphor – painting in space • Two handed interface – map to VR controllers • Familiar menu objects from paint programs • Need for limited training • Provide in app training, tool tips • Content sharing • Enable content to be exported in variety of formats • Video, animated GIFs, 2D images, 3D files • Engaging Experience • Provides novel immersive artistic experience
  • 49. Facebook Spaces • Collaborative VR environment • VR meeting and interaction space (up to 4 people) • Focus on communication • Speech and gesture based • https://www.facebook.com/spaces
  • 50. System Interaction • Designed for Oculus Rift/HTC Vive • Upper body tracking, touch controllers • Simple interaction • Loading scenes, direct object manipulation • Content creation • Selfie pictures, simple sketching
  • 52. Key Findings • Minimal social cues okay • Even simple avatars can provide rich social experience • Create shared social context • Important to place users in same shared Virtual Reality environment/shared social context • Audio is key • Provide low latency audio, spatial audio cues • Create a reason for communicating • Why should people want to connect? Create shared activity/reason for people to conference
  • 53. Challenges/Solutions • Create shared sense of Presence • Use common background, shared objects • Natural communication • Support non-verbal behaviour, speech/gesture input • Intuitive interaction • Map real body motion onto Avatars • Limited ability to navigate/move through environment • Engaging Experience • Shared content creation, experience capture
  • 54. Other Examples • Many other examples of collaborative VR • Rec Room, High Fidelity, AltspaceVR • Sansar, VR chat, etc..
  • 55. Example: High Fidelity Worlds • https://www.youtube.com/watch?v=-ivL1DDwUK4
  • 57. Collisions – Australian VR Film • http://www.collisionsvr.com/
  • 59. Best VR Apps of 2018 (Digital Trends) • ALLUMETTE – VR Stop motion film • Google Earth – Travel/geography • Kingspray Graffiti – Art/content creation • The FOO Show - VR Talk show • Virtual Desktop – Use desktop in VR • www.digitaltrends.com/virtual-reality/best-virtual-reality-apps/