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2022-1 Foundations of HCI
20181241 Chanu Lee
Immersive Hall System 2.0:
Multiplayer Active Shutter Glass and Band
Table of Contents
A video artwork of fashionable graphic or a generative art with minimum interactions became a hype.
IMA as a media content & experience
How can people give more playful, exciting experience and wonder
Find ways to improve IMA
I. Problem
Is ‘Immersive Media Art’ really immersive?
User
Research
Alternative
Research
II. Discover
Research Methods
IF ‘Immersive Media Art’, a trend of media art now in Korea, is really
‘Immersive’?
HOW Interaction is related to the immersiveness of a media contents.
WHAT people expect from an immersive media art.
HOW they feel about immersive media + VR or AR control experience.
A. User Research
Research Goal Is
to
fi
nd out …
Subject & Pro
fi
le Twenties, people who has experienced immersive media content
People in twenties are the main audience for current immersive media art in Korea, due to
their ability to use instagram. Subjects needed to be
fl
uent in technology or study digital
technology to address in
fl
uences they’ve got from interaction or immersiveness.
Interviewee A
25, Male, Student.
Video & Virtual Production
industry
Person who is interested in
Immersive contents
Interviewee B
22, Female, Student.
Service design industry
Person who is interested in
media art
Interviewee C
24, Female, Student. Media
art industry
Person who is interested in
media art
Answers from
User Research Do you think it is immersive?
Immersive media art exhibition doesn’t really provide immersiveness in their artwork. There
was too many people in one venue, they weren’t concentrating to the art.
Does interaction matter to you? Why is that?
They wanted more interactions to engage. Interactions make immersive media art sometimes
realistic, and sometimes playful, making audience to really get in to the media art.
Strength of immersive media art
Scale of the immersive media art is considered positive - possible to use the room, giving
more presence to the immersive media art, resulting in an enhanced immersiveness.
What interactions they want?
Using interactions as wow factors of the media content. They wanted something new,
something that they didn’t expect. Realistic interactions were preferred. The interactions
stimulating audience’s senses helped immersive media art become ‘immersive’.
Figuring out how interactions work makes them think that this is the dead end and the artwork
is over. Not making it so simple, and making them to use it repetitively seems important.
What kind of interfaces did they want for immersive media art?
They wanted something new, something ambient. At some point, it should be easy to
estimate or expect, but they wanted an wow point.
B. Alternative Research
1. Core Emotion
• Immersiveness
2. References that evoke the emotion
• Universal Studio and Disney world
• Books
• Workout
3. The attributes of the reference enables that
1) Universal Studio & Disney world
• Storylines
• Subtle interfaces & technology - not enabling audiences to know how
it works
2) Books
• Also, Storylines
• It does not have interactions, but it enables you to “imagine” your own
world, resulting in enhanced immersiveness
• Feelings of a paper, sound and tactile feedback of
fl
ipping paper
3) Workout
• Constant positive feedback of a growing muscle
• Tactile interface
III. De
fi
ne
Findings from the Research
Problems
• Not immersive
• No engagement
• Venue too crowded
• Not really surprising
• Identical scene for
everyone
What They
Wanted
• New, astonishing
interactions
• To feel like they’re
part of the content
XR Content
&
Pop Art
REFRAMING IMA
• Users wanted to spend time with loved ones
• Intentionally exclude social or critical meanings
• Interesting, new, astonishing experience
• Interaction between digital image & interface
IV. Design Brief
Multiplayer
Immersive-ness
Tactile
Interaction
Design Concept
Immersive Hall 2.0
An XR experience platform with physical space
A medium/platform that inspires artists, creative makers
Enables them to make more personal, collaborative, sensible
content, making it more immersive.
▲ Cooperative Aesthetics / Village of Forbidden Dreams, Photo: tom mesic
▾Magic Leap 2
Design Concept
Band
Wearable, versatile Joycon
Multi-modal interface that can give various feedbacks and be
used in different use case of form factors.
▲ Nintendo Switch Labo
▾ Nike Fuelband
HMW make audience to be more engaged to immersive contents?
HMW make the Immersive Hall have more interaction possibilities?
HMW entertain a group of people in an immersive environment?
HMW Questions
User Persona &
Scenario
V. Develop (Brainstorm & Ideate)
Visual Brainstorming
User Brainstorming
User Coordinates Detection
Azure Kinect or Vive lighthouse
Personalized Sound System
Directional speaker/scent module moves
to x, y coordinates of the user.
Contains a small-sized speaker and a
scent module, which generates scent
combining the scent from the cartridge.
Outside the IH console area is where
other participants interact with user
inside the IH.
Immersive Hall System
Abstract
Immersive Hall System
Specify
1. Idea of an active multiplayer glasses
2. Idea of a versatile band
3. Simpli
fi
ed Cockpit
1
2
3
Band Abstract
Band Interaction Modes
VI. Deliver
Band Modeling
Active Glasses Rendering
(for scenario)
Band
Band
Apple Taptic Engine, idownloadblog
Oscillating Mechanism
Active Glasses
Immersive Hall + Active Glasses
Active Glasses
Frame Sequential Method
+ Total 120Hz projection
+ Active shutter glasses
+
Active Glasses
Frame Sequential Method
Player 1 Player 2
60Hz each 60Hz each
VII. Solution Highlights
Multiplayer
Immersive-ness
Tactile
Interface
How to improve IMA(Pop art of the contemporary/XR Exp.)’s immersive-ness
With multiplay and tactile interaction
Thank you

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Immersive Hall System 2.0: Multiplayer Active Shutter Glass and Band

  • 1. 2022-1 Foundations of HCI 20181241 Chanu Lee Immersive Hall System 2.0: Multiplayer Active Shutter Glass and Band
  • 3. A video artwork of fashionable graphic or a generative art with minimum interactions became a hype. IMA as a media content & experience How can people give more playful, exciting experience and wonder Find ways to improve IMA I. Problem Is ‘Immersive Media Art’ really immersive?
  • 5. IF ‘Immersive Media Art’, a trend of media art now in Korea, is really ‘Immersive’? HOW Interaction is related to the immersiveness of a media contents. WHAT people expect from an immersive media art. HOW they feel about immersive media + VR or AR control experience. A. User Research Research Goal Is to fi nd out … Subject & Pro fi le Twenties, people who has experienced immersive media content People in twenties are the main audience for current immersive media art in Korea, due to their ability to use instagram. Subjects needed to be fl uent in technology or study digital technology to address in fl uences they’ve got from interaction or immersiveness. Interviewee A 25, Male, Student. Video & Virtual Production industry Person who is interested in Immersive contents Interviewee B 22, Female, Student. Service design industry Person who is interested in media art Interviewee C 24, Female, Student. Media art industry Person who is interested in media art
  • 6. Answers from User Research Do you think it is immersive? Immersive media art exhibition doesn’t really provide immersiveness in their artwork. There was too many people in one venue, they weren’t concentrating to the art. Does interaction matter to you? Why is that? They wanted more interactions to engage. Interactions make immersive media art sometimes realistic, and sometimes playful, making audience to really get in to the media art. Strength of immersive media art Scale of the immersive media art is considered positive - possible to use the room, giving more presence to the immersive media art, resulting in an enhanced immersiveness. What interactions they want? Using interactions as wow factors of the media content. They wanted something new, something that they didn’t expect. Realistic interactions were preferred. The interactions stimulating audience’s senses helped immersive media art become ‘immersive’. Figuring out how interactions work makes them think that this is the dead end and the artwork is over. Not making it so simple, and making them to use it repetitively seems important. What kind of interfaces did they want for immersive media art? They wanted something new, something ambient. At some point, it should be easy to estimate or expect, but they wanted an wow point.
  • 7. B. Alternative Research 1. Core Emotion • Immersiveness 2. References that evoke the emotion • Universal Studio and Disney world • Books • Workout 3. The attributes of the reference enables that 1) Universal Studio & Disney world • Storylines • Subtle interfaces & technology - not enabling audiences to know how it works 2) Books • Also, Storylines • It does not have interactions, but it enables you to “imagine” your own world, resulting in enhanced immersiveness • Feelings of a paper, sound and tactile feedback of fl ipping paper 3) Workout • Constant positive feedback of a growing muscle • Tactile interface
  • 8. III. De fi ne Findings from the Research Problems • Not immersive • No engagement • Venue too crowded • Not really surprising • Identical scene for everyone What They Wanted • New, astonishing interactions • To feel like they’re part of the content XR Content & Pop Art REFRAMING IMA • Users wanted to spend time with loved ones • Intentionally exclude social or critical meanings • Interesting, new, astonishing experience • Interaction between digital image & interface
  • 10. Design Concept Immersive Hall 2.0 An XR experience platform with physical space A medium/platform that inspires artists, creative makers Enables them to make more personal, collaborative, sensible content, making it more immersive. ▲ Cooperative Aesthetics / Village of Forbidden Dreams, Photo: tom mesic ▾Magic Leap 2
  • 11. Design Concept Band Wearable, versatile Joycon Multi-modal interface that can give various feedbacks and be used in different use case of form factors. ▲ Nintendo Switch Labo ▾ Nike Fuelband
  • 12. HMW make audience to be more engaged to immersive contents? HMW make the Immersive Hall have more interaction possibilities? HMW entertain a group of people in an immersive environment? HMW Questions User Persona & Scenario V. Develop (Brainstorm & Ideate)
  • 14. User Coordinates Detection Azure Kinect or Vive lighthouse Personalized Sound System Directional speaker/scent module moves to x, y coordinates of the user. Contains a small-sized speaker and a scent module, which generates scent combining the scent from the cartridge. Outside the IH console area is where other participants interact with user inside the IH. Immersive Hall System Abstract
  • 15. Immersive Hall System Specify 1. Idea of an active multiplayer glasses 2. Idea of a versatile band 3. Simpli fi ed Cockpit 1 2 3
  • 20. Band
  • 21. Band
  • 22. Apple Taptic Engine, idownloadblog Oscillating Mechanism
  • 24. Immersive Hall + Active Glasses
  • 25. Active Glasses Frame Sequential Method + Total 120Hz projection + Active shutter glasses +
  • 26. Active Glasses Frame Sequential Method Player 1 Player 2 60Hz each 60Hz each
  • 27. VII. Solution Highlights Multiplayer Immersive-ness Tactile Interface How to improve IMA(Pop art of the contemporary/XR Exp.)’s immersive-ness With multiplay and tactile interaction