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ReverseCAVE Providing Reverse Perspectives for Sharing VR Experience
Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Tatsuya Minagawa Junichi Suzuki Yoichi Ochiai
U n i v e r s i t y o f Ts u k u b a , Yo i c h i O c h i a i L a b o r a t o r y
Awesome SIGGRAPH Experiences
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Current Awkward VR Scenes…
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Introduction
Observers can also enjoy the attraction.
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Goal
Incomprehensible Understandable
Object in VR
Observer
VR player
Projector
Cubic
Screen
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Key Implementation
Position of Cameras
== Tracked observer’s position
FoV of Cameras
== Width(height) of each wall
Virtual Cameras
Front wall
Rightwall
Leftwall Back wall
Four cameras
(Observer s position)
Front wall
Rightwall
Leftwall
Back wall
Four cameras
(Observer s position)
Front wall
Rightwall
Leftwall
Back wall
Four cameras
(Observer s position)
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Key Implementation
Foreground/Background
Front wall
Rightwall
Background
forprojection
Foreground
forprojection
Leftwall
Back wall
Observer
Player
Front wall
Rightwall
Leftwall
Back wall
Four cameras
(Observer s position)
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Usage
So you can install ReverseCAVE program to Unity games !! !
ReverseCAVE is made with Unity!
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Result
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Result
VR Gamer
Observer
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Result
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Preliminary Experiment I
Purpose
To investigate whether the participants can understand the situation

experienced by the VR player.
Conditions
With ReverseCAVE / Without ReverseCAVE
Participants
8 participants (19-23 years old)
Procedure
1) Observe the VR player for 30 seconds under each condition using 2 VR games.
2) Describe what the VR player is doing.
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Result
The number of participants who could understand
correctly what VR gamer was playing.
with
without
100%88%
25% 25%
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Preliminary Experiment II
Purpose
To investigate the influence of the observer tracking on the ability
to understand the situation.
Conditions
With tracking / Without tracking
Participants
8 participants (19-23 years old)
Procedure
1) Observe the VR player for 30 seconds under each condition.
2) Answer 5-point Likert scale styled questionnaires related to understanding.
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Result
How well did you understand the relationship
between the VR player and the content?
(1: did not understand at all, 5: completely understood)
There is NO significant difference.
with Tracking
without Tracking
3.50
2.63
M
0.87
0.86
SD
1 2 3 4 5
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Result
How well did you understand the situation?
(1: did not understand at all, 5: completely understood)
There is NO significant difference.
with Tracking
without Tracking
4.13
3.13
M
0.93
1.17
SD
1 2 3 4 5
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Result
How immersive was the experience?
(1: non-immersive, 5: high immersive)
There is a significant difference.
with Tracking
without Tracking
3.50
2.63
M
0.87
0.86
SD
1 2 3 4 5
p < 0.05
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Result
• With tracking, the participants felt higher
immersive sense.
• But, the observer tracking did not relate to

the understanding of the VR situation.
Multiple people can see ReverseCAVE simultaneously
and understand what is happening.
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Future Work
[1] https://twitter.com/nyutandon/status/892815825136218112/
[2] Hafu Walks The Plank in VR - Vive Prank - YouTube https://www.youtube.com/watch?v=-o7cyzcTLOQ
[3] Jan G., Evgeny S., Julian F., and Enrico B.. ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users. CHI’17.
[1] [2] [3]
Comparing with other methods
Chroma key Floor projectionLarge display
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Interacting w/ VR Player
Interaction
VR Player Observers Players
VR Village at SIGGRAPH 2017“Digital Playgroundz: Demonz I.” VR Village at SIGGRAPH 2017
Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba.
Contribution
1. Proposed new approach for sharing VR.
2. Presented the proof-of-concept implementation.
3. Investigated the effect of ReverseCAVE and 

the influence of the observer tracking 

in term of Sharing VR.
ReverseCAVE Providing Reverse Perspectives for Sharing VR Experience
Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Tatsuya Minagawa Junichi Suzuki Yoichi Ochiai
U n i v e r s i t y o f Ts u k u b a , Yo i c h i O c h i a i L a b o r a t o r y
Team

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ReverseCAVE - SIGGRAPH 2017 Student Research Competition (SRC)

  • 1. ReverseCAVE Providing Reverse Perspectives for Sharing VR Experience Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Tatsuya Minagawa Junichi Suzuki Yoichi Ochiai U n i v e r s i t y o f Ts u k u b a , Yo i c h i O c h i a i L a b o r a t o r y
  • 2.
  • 4. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Current Awkward VR Scenes…
  • 5. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Introduction Observers can also enjoy the attraction.
  • 6. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Goal Incomprehensible Understandable
  • 7.
  • 8. Object in VR Observer VR player Projector Cubic Screen
  • 9. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Key Implementation Position of Cameras == Tracked observer’s position FoV of Cameras == Width(height) of each wall Virtual Cameras Front wall Rightwall Leftwall Back wall Four cameras (Observer s position) Front wall Rightwall Leftwall Back wall Four cameras (Observer s position) Front wall Rightwall Leftwall Back wall Four cameras (Observer s position)
  • 10. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Key Implementation Foreground/Background Front wall Rightwall Background forprojection Foreground forprojection Leftwall Back wall Observer Player Front wall Rightwall Leftwall Back wall Four cameras (Observer s position)
  • 11. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Usage So you can install ReverseCAVE program to Unity games !! ! ReverseCAVE is made with Unity!
  • 12. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result
  • 13. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result VR Gamer Observer
  • 14. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result
  • 15. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Preliminary Experiment I Purpose To investigate whether the participants can understand the situation
 experienced by the VR player. Conditions With ReverseCAVE / Without ReverseCAVE Participants 8 participants (19-23 years old) Procedure 1) Observe the VR player for 30 seconds under each condition using 2 VR games. 2) Describe what the VR player is doing.
  • 16. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result The number of participants who could understand correctly what VR gamer was playing. with without 100%88% 25% 25%
  • 17. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Preliminary Experiment II Purpose To investigate the influence of the observer tracking on the ability to understand the situation. Conditions With tracking / Without tracking Participants 8 participants (19-23 years old) Procedure 1) Observe the VR player for 30 seconds under each condition. 2) Answer 5-point Likert scale styled questionnaires related to understanding.
  • 18. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result How well did you understand the relationship between the VR player and the content? (1: did not understand at all, 5: completely understood) There is NO significant difference. with Tracking without Tracking 3.50 2.63 M 0.87 0.86 SD 1 2 3 4 5
  • 19. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result How well did you understand the situation? (1: did not understand at all, 5: completely understood) There is NO significant difference. with Tracking without Tracking 4.13 3.13 M 0.93 1.17 SD 1 2 3 4 5
  • 20. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result How immersive was the experience? (1: non-immersive, 5: high immersive) There is a significant difference. with Tracking without Tracking 3.50 2.63 M 0.87 0.86 SD 1 2 3 4 5 p < 0.05
  • 21. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result • With tracking, the participants felt higher immersive sense. • But, the observer tracking did not relate to
 the understanding of the VR situation. Multiple people can see ReverseCAVE simultaneously and understand what is happening.
  • 22. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Future Work [1] https://twitter.com/nyutandon/status/892815825136218112/ [2] Hafu Walks The Plank in VR - Vive Prank - YouTube https://www.youtube.com/watch?v=-o7cyzcTLOQ [3] Jan G., Evgeny S., Julian F., and Enrico B.. ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users. CHI’17. [1] [2] [3] Comparing with other methods Chroma key Floor projectionLarge display
  • 23. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Interacting w/ VR Player Interaction VR Player Observers Players
  • 24. VR Village at SIGGRAPH 2017“Digital Playgroundz: Demonz I.” VR Village at SIGGRAPH 2017
  • 25. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Contribution 1. Proposed new approach for sharing VR. 2. Presented the proof-of-concept implementation. 3. Investigated the effect of ReverseCAVE and 
 the influence of the observer tracking 
 in term of Sharing VR.
  • 26. ReverseCAVE Providing Reverse Perspectives for Sharing VR Experience Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Tatsuya Minagawa Junichi Suzuki Yoichi Ochiai U n i v e r s i t y o f Ts u k u b a , Yo i c h i O c h i a i L a b o r a t o r y Team