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Virtual Reality
Experience for
10 Bucks!
Semester Writing Project | Irem Gokce Yildirim
Google Cardboard: An Accessible and
Affordable Virtual Reality (VR) Headset
● ~$10
● Phone-based VR Headset
● Do-it-yourself (DIY)
● Open Source Toolkit
● Accessible, affordable, transformable and
practical
● More content is needed! (Google I/O Conference, 2014)
● A very tiny design guideline
ARGUMENT
The designers and developers should be
educated about what good VR
experience is and provided design
guidelines accordingly to be able to
turn the affordability of headsets into great
VR experiences.
◦ Do they have enough information about how to
create good VR experiences?
◦ Are the design guidelines provided enough to
create a good VR experience?
From Sensorama to the Google
Cardboard
● Sensorama, “experience theatre”, 1955
● First head mounted display (HMD), Headsight,
1961
● 3D Display, LEEP Cyberface, 1989
Features: Head Mounted, Mobility, Controller Integration
Oculus Rift, Sony PlayStation VR, HTC Vive,
Microsoft HoloLens, Google Cardboard
1
What about VR Users?
● According to Kzero, the number of
users who participated in this
experience is around 28 million
○ half having gaming backgrounds
2
170,000,000
expected number of people who will have
experienced VR by 2018
What about VR Users?
● Design principles for VR experience is in high
demand due to the huge amount of possible
users in the near future
● As the VR headsets are more affordable now, a
significant number of developers from
different fields of interests have had the
chance to develop an application using VR for
specific purposes.
2
Experience Design for VR
● What is VR?
● What is VR Experience?
● VR Experience Design
3
What is VR?
Virtual reality was a collection of
hardware (Steuer, 1992)
The “virtual reality” term was first
used in 1984 by Jaron Lanier, the CEO
of VPL Research Inc., a company
which produced motion-sensing
gloves and eyeglasses wired to a
computer to simulate reality.
“
“Virtual Reality is electronic
simulations of environments
experienced via head-mounted eye
goggle and wired clothing enabling the
end user to interact in realistic
three-dimensional situations.” (as cited
in Steuer, 1992)
What is VR?
● Introduction of calm technology (Weiser, 1996)
● Diffusion of devices into our environments
(Weiser, 1992)
● Disappearing devices (Streitz & Nixon, 2005)
Steuer (1992) argued that VR is more than
hardware, in fact, it is a “particular type of
experience”.
What is VR Experience?
Presence (and telepresence) (Steuer, 1992)
▫ “experience of natural surroundings”
▫ “sense of being in an environment”
improved by:
▫ Interactivity
■ manipulation, navigation, collaboration
▫ Vividness
Immersion (Sherman & Craig, 2002)
Sensory feedback (Sherman & Craig, 2002)
Physiological dimensions (Google Cardboard)
◦ simulation sickness
◦ control of movement
VR Experience Design
According to Sherman and Craig (2002)
◦ immersion,
◦ point of view,
◦ venue,
◦ simulation/physics
◦ objects/denizens
Ultimate Display
Ivan Sutherland (1965):
“If the task of the display is to serve as a
looking-glass into the mathematical
wonderland constructed in computer
memory, it should serve as many senses
as possible. So far as I know, no one
seriously proposes computer displays of
smell, or taste.”
VR Experience Design
According to Sherman and Craig (2002)
◦ immersion,
▫ serving senses (Sutherland, 1965)
◦ point of view,
◦ venue,
◦ simulation/physics
◦ objects/denizens
◦ familiarity (Sutherland, 1965)
◦ body control (Sutherland, 1965)
SENSES:
Representation of
objects (Maleshkov &
Chotrov, 2013)
◦ Explicit
properties
(appearance, sound)
◦ Implicit
properties (surface
roughness and
stiffness)
Findings
FAMILIARITY:
“Substitutional
Reality” (Simeone et
al., 2015)
◦ Mapping between the
objects in the real and
virtual environments
◦ when the mismatch
was high, the
believability of the
experience was low
PRESENCE (IMMERSION):
Effects of having an avatar, inviting the
user to do certain actions and looking
at the user (Steed et al., 2016)
◦ Avatar has positive effect on presence
◦ Invitation has negative effect on presence
Findings
Design Guidelines
Intended context
◦ VR for virtual
vehicle
▫ e.g. hand
gestures
◦ Gaming
▫ e.g.
immersion
Controls
◦ Control-less
methods
▫ magnetic
input
▫ infrared
pose
tracking
First Person
Experiment
◦ To set the
optimum values
for certain
features of VR
▫ e.g.
acceleration
A guideline including the mapping between VR
Experience Design components and design
elements (in application level)
Other design concerns:
Conclusion
● Providing information about VR experience
to developers & designers
○ Mapping between VR Experience
components and design elements
■ e.g. presence - avatars
○ More broad experimenting and usability
testings are necessary to improve our
knowledge about this new kind of
experience
● Creating a general VR design guideline based
on these mappings and experiment results
4
See Final Chapter :
https://goo.gl/9dkb9W
REFERENCES
Designing for Google Cardboard. (n.d.). Retrieved from
http://www.google.com/design/spec-vr/designing-for-google-cardboard/
Google Developers. (2014). Cardboard: VR for Android. Google I/O 2014 Conference.
Retrieved from https://www.youtube.com/watch?v=DFog2gMnm44
Hopkins, C. (2015, May). Designing for Virtual Reality. Retrieved from
https://ustwo.com/blog/designing-for-virtual-reality-google-cardboard/
Maleshkov, S., & Chotrov, D. (2013). Affordable Virtual Reality System Architecture for
Representation of Implicit Object Properties. arXiv preprint arXiv:1308.5843.
Sherman, W. R., & Craig, A. B. (2002). Understanding virtual reality: Interface, application, and
design. Elsevier.
Simeone, A. L., Velloso, E., & Gellersen, H. (2015, April). Substitutional reality: Using the
physical environment to design virtual reality experiences. In Proceedings of the 33rd Annual
ACM Conference on Human Factors in Computing Systems (pp. 3307-3316). ACM.
Steed, A., Friston, S., Lopez, M., Drummond, J., Pan, Y., & Swapp, D. (2016). An ‘In the
Wild’Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment.
Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of
communication, 42(4), 73-93.
Streitz, N., & Nixon, P. (2005). The disappearing computer. Communications-ACM, 48(3), 32-35.
Sutherland, I. E. (1965). The ultimate display. Multimedia: From Wagner to virtual reality.
Virtual Reality Software Revenue Forecasts 2014 – 2018. (n.d.). Retrieved from
http://www.kzero.co.uk/blog/virtual-reality-software-revenue-forecasts-2014-2018/
Weiser, M. (1991). The computer for the 21st century. Scientific american, 265(3), 94-104.
Weiser, M., & Brown, J. S. (1996). Designing calm technology. PowerGrid Journal, 1(1), 75-85.
OTHERS
Thanks!
ANY QUESTIONS?

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Presence in Virtual Reality Experience

  • 1. Virtual Reality Experience for 10 Bucks! Semester Writing Project | Irem Gokce Yildirim
  • 2. Google Cardboard: An Accessible and Affordable Virtual Reality (VR) Headset ● ~$10 ● Phone-based VR Headset ● Do-it-yourself (DIY) ● Open Source Toolkit ● Accessible, affordable, transformable and practical ● More content is needed! (Google I/O Conference, 2014) ● A very tiny design guideline
  • 3. ARGUMENT The designers and developers should be educated about what good VR experience is and provided design guidelines accordingly to be able to turn the affordability of headsets into great VR experiences. ◦ Do they have enough information about how to create good VR experiences? ◦ Are the design guidelines provided enough to create a good VR experience?
  • 4. From Sensorama to the Google Cardboard ● Sensorama, “experience theatre”, 1955 ● First head mounted display (HMD), Headsight, 1961 ● 3D Display, LEEP Cyberface, 1989 Features: Head Mounted, Mobility, Controller Integration Oculus Rift, Sony PlayStation VR, HTC Vive, Microsoft HoloLens, Google Cardboard 1
  • 5. What about VR Users? ● According to Kzero, the number of users who participated in this experience is around 28 million ○ half having gaming backgrounds 2
  • 6. 170,000,000 expected number of people who will have experienced VR by 2018
  • 7. What about VR Users? ● Design principles for VR experience is in high demand due to the huge amount of possible users in the near future ● As the VR headsets are more affordable now, a significant number of developers from different fields of interests have had the chance to develop an application using VR for specific purposes. 2
  • 8. Experience Design for VR ● What is VR? ● What is VR Experience? ● VR Experience Design 3
  • 9. What is VR? Virtual reality was a collection of hardware (Steuer, 1992) The “virtual reality” term was first used in 1984 by Jaron Lanier, the CEO of VPL Research Inc., a company which produced motion-sensing gloves and eyeglasses wired to a computer to simulate reality.
  • 10. “ “Virtual Reality is electronic simulations of environments experienced via head-mounted eye goggle and wired clothing enabling the end user to interact in realistic three-dimensional situations.” (as cited in Steuer, 1992)
  • 11. What is VR? ● Introduction of calm technology (Weiser, 1996) ● Diffusion of devices into our environments (Weiser, 1992) ● Disappearing devices (Streitz & Nixon, 2005) Steuer (1992) argued that VR is more than hardware, in fact, it is a “particular type of experience”.
  • 12. What is VR Experience? Presence (and telepresence) (Steuer, 1992) ▫ “experience of natural surroundings” ▫ “sense of being in an environment” improved by: ▫ Interactivity ■ manipulation, navigation, collaboration ▫ Vividness Immersion (Sherman & Craig, 2002) Sensory feedback (Sherman & Craig, 2002) Physiological dimensions (Google Cardboard) ◦ simulation sickness ◦ control of movement
  • 13. VR Experience Design According to Sherman and Craig (2002) ◦ immersion, ◦ point of view, ◦ venue, ◦ simulation/physics ◦ objects/denizens
  • 14. Ultimate Display Ivan Sutherland (1965): “If the task of the display is to serve as a looking-glass into the mathematical wonderland constructed in computer memory, it should serve as many senses as possible. So far as I know, no one seriously proposes computer displays of smell, or taste.”
  • 15. VR Experience Design According to Sherman and Craig (2002) ◦ immersion, ▫ serving senses (Sutherland, 1965) ◦ point of view, ◦ venue, ◦ simulation/physics ◦ objects/denizens ◦ familiarity (Sutherland, 1965) ◦ body control (Sutherland, 1965)
  • 16. SENSES: Representation of objects (Maleshkov & Chotrov, 2013) ◦ Explicit properties (appearance, sound) ◦ Implicit properties (surface roughness and stiffness) Findings FAMILIARITY: “Substitutional Reality” (Simeone et al., 2015) ◦ Mapping between the objects in the real and virtual environments ◦ when the mismatch was high, the believability of the experience was low
  • 17. PRESENCE (IMMERSION): Effects of having an avatar, inviting the user to do certain actions and looking at the user (Steed et al., 2016) ◦ Avatar has positive effect on presence ◦ Invitation has negative effect on presence Findings
  • 18. Design Guidelines Intended context ◦ VR for virtual vehicle ▫ e.g. hand gestures ◦ Gaming ▫ e.g. immersion Controls ◦ Control-less methods ▫ magnetic input ▫ infrared pose tracking First Person Experiment ◦ To set the optimum values for certain features of VR ▫ e.g. acceleration A guideline including the mapping between VR Experience Design components and design elements (in application level) Other design concerns:
  • 19. Conclusion ● Providing information about VR experience to developers & designers ○ Mapping between VR Experience components and design elements ■ e.g. presence - avatars ○ More broad experimenting and usability testings are necessary to improve our knowledge about this new kind of experience ● Creating a general VR design guideline based on these mappings and experiment results 4
  • 20. See Final Chapter : https://goo.gl/9dkb9W
  • 21. REFERENCES Designing for Google Cardboard. (n.d.). Retrieved from http://www.google.com/design/spec-vr/designing-for-google-cardboard/ Google Developers. (2014). Cardboard: VR for Android. Google I/O 2014 Conference. Retrieved from https://www.youtube.com/watch?v=DFog2gMnm44 Hopkins, C. (2015, May). Designing for Virtual Reality. Retrieved from https://ustwo.com/blog/designing-for-virtual-reality-google-cardboard/ Maleshkov, S., & Chotrov, D. (2013). Affordable Virtual Reality System Architecture for Representation of Implicit Object Properties. arXiv preprint arXiv:1308.5843. Sherman, W. R., & Craig, A. B. (2002). Understanding virtual reality: Interface, application, and design. Elsevier. Simeone, A. L., Velloso, E., & Gellersen, H. (2015, April). Substitutional reality: Using the physical environment to design virtual reality experiences. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 3307-3316). ACM. Steed, A., Friston, S., Lopez, M., Drummond, J., Pan, Y., & Swapp, D. (2016). An ‘In the Wild’Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication, 42(4), 73-93. Streitz, N., & Nixon, P. (2005). The disappearing computer. Communications-ACM, 48(3), 32-35. Sutherland, I. E. (1965). The ultimate display. Multimedia: From Wagner to virtual reality. Virtual Reality Software Revenue Forecasts 2014 – 2018. (n.d.). Retrieved from http://www.kzero.co.uk/blog/virtual-reality-software-revenue-forecasts-2014-2018/ Weiser, M. (1991). The computer for the 21st century. Scientific american, 265(3), 94-104. Weiser, M., & Brown, J. S. (1996). Designing calm technology. PowerGrid Journal, 1(1), 75-85. OTHERS