COMS W4172 Travel 3 - cs.columbia.edu
Transcript of COMS W4172 Travel 3 - cs.columbia.edu
Feiner, COMS W4172, Spring 2021
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COMS W4172Travel 3
Steven FeinerDepartment of Computer ScienceColumbia University New York, NY 10027
www.cs.columbia.edu/graphics/courses/csw4172
March 18, 2021
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Target SelectionSelect Target to Stand on in World User selects target on horizontal surface through ray
pointing (e.g., from controller) Problem: Straight ray can be blocked by intermediate
objects or destination is above ray origin Solution: Use curved ray (e.g., parabola)
https://aframe.io/blog/teleport-component/
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Target Selection (with a passenger)Select Target to Stand on in World Navigator specifies target with ray,
passenger accompanies at offset Problem: It is unclear where passenger will land Solution: Show ray for passenger from their controller
https://www.uni-weimar.de/en/media/chairs/computer-science-department/vr/research/multi-user-virtual-reality/multi-ray-jumping/
T. Weissker et al., Multi-Ray Jumping, IEEE VR 2019
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Target SelectionHead Butt “Zoom” Mine, Brooks, & Sequin, 1997
User image-plane selects object of interest System leaves frame (“portal”) in air User “butts” head into frame
to move forward, pullshead out to return to original position User can quickly switch
between two viewpointshands-free User can step forward to move to new
view for an extended time,back to return
Mine, Brooks, & Sequin, 1997
Dolly, not zoom!
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Manual Manipulation of Viewpoint
User manipulates viewpoint as if manipulating an object
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Manual Manipulation of ViewpointFixed-Object Manipulation
User selects object, acts as if manipulating it, but viewpoint is changed instead (e.g., differentiate based on button pressed) Image-plane select object,
move hand(s) closer to eye to move to object (Pierce et al. 1997) Scaled-world grab object,
move self relative to object (Mine, Brooks, Sequin 1997)
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Manual Manipulation of ViewpointGrabbing the Air If user selection action
(grabbing) doesn’t select a movable object, then select the entire world
Translate world origin (but ignore rotation to avoid confusion)
Use two hands as if pulling a rope (Mapes & Moshell, 1995)
Can be tiring
, where and are old
and new world positions, and and
are old and new dominant hand positions
d d
d d
w' w n' n w w'
n n'Variation: Image-plane select with hands outside of designated area (yellow outline) during trigger grabs air for travel. (Based on observation that users positioned hands away from center of image plane when grabbing air.J. Pierce, 2001
J. Pierce, 2001
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Travel by Scaling
Scale down world (Scale up user) Move Scale up world (Scale down user) E.g., S. Bryson & C. Levit, IEEE
Visualization 91; J. Butterworth et al., 92
Note difference between scaling position of head vs. scaling head (and IPD!)
Use virtual body to help user understand scale
Scaling Affects precision May cause VR sickness in egocentric
environment if smooth/continuous
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Controlling Viewing Orientation
Head tracking Natural Improves spatial understanding
Orbital viewing (J. Chung, I3D 92) Select position p and distance r Head rotations are mapped to move viewpoint on
surface of sphere with center p and radius r, looking at p Look left, right, up, down to see object’s right, left, bottom,
top, respectively
Good for inspection of one object at p, but… Can be confusing with more objects in environment Can cause VR sickness
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Controlling Viewing Orientation
Nonisomorphic rotation Modify treatment of user
orientation while walking Redirected Walking (S.
Razzaque) Provide user with experience of
walking in a much larger environment
m°real rotation ~ ½ m°virtual rotation https://youtu.be/o92bG1_YGDM
Inject most of distortion while changing physical orientation, add the rest while walking
S. Razzaque, Z. Kohn, and M. Whitton, Eurographics 2001
Path invirtual room
Path inreal room
2:33–3:18
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Controlling Viewing Orientation
Redirected walking with distractors Distract user attention while
distorting the mapping of real orientation to virtual orientation E.g., virtual butterfly flutters in
front of the user while walking in a virtual outdoor environment
T. Peck, M. Whitton, and H. Fuchs, IEEE VR 2008
Path invirtual room
Path inreal room
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Change Blindness
RA Rensink, https://www2.psych.ubc.ca/~rensink/flicker/
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Redirection by Change BlindnessE. Suma et al., VR 2011
Change Blindness Failure to notice a large visual change
when attention is distracted from the change
For general information/examples, seehttps://www.youtube.com/watch?v=bh_9XFzbWV8http://www2.psych.ubc.ca/~rensink/flicker/
Change location of virtual door while user isn’t looking
With right environment design, trick user into thinking they’re navigating a larger environment with a different layout
Before
After
Above: What user would see if they looked behind after entering roomBelow: What user sees after performing task before leaving room
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Redirection by Change BlindnessE. Suma et al., VR 2011
Virtual environment (60‘ x 60‘) Real environment (14‘ x 14‘)
Door is moved and room size changes when user nears desk
User enters room A below User exits and prepares to enter room B below in same location
A B
User believes that room B is on the same corridor as room A
User’s path to room A and then on to room B in the same virtual corridor includes right turn at corner of real environment
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Redirection by Change BlindnessE. Suma et al., VR 2011
Questionnaire Mean
outcome questions (blue) embedded in decoy questions
Only one participant of 77 in two studies definitively noticed a scenechange
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Impossible Spaces E. Suma et al., IEEE TVCG 2012
Create virtual environment in which rooms overlap User sees only one of a set of overlapping rooms at a time User travels between spaces by following a path intended to hide the deception Can also generate the rooms on the fly for larger environments (e.g., Sra et al.,
VRST 2016, Cheng et al., VR 2019)
Possible Impossible
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Redirection for Hand-HeldsO. Oda & S. Feiner, ISMAR 2009
AR Domino Knockdown Two-player FPS
Knock down other player’s dominos by shooting balls from screen
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Redirection for Hand-HeldsO. Oda & S. Feiner, ISMAR 2009
How to avoid unwanted physical collisions? Redirected Motion Shifts virtual location
of tracked device ahead of physicallocation as one player moves toward another player Shifts back as first
player retreats
Inspired by Redirected Walking [S. Razzaque et al. 2001]
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Redirected Motion: Green Player’s POV
With ShiftWithout Shift
Ghost views of displays show virtually shifted locations
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Redirected Motion: Green Player’s POV
With ShiftWithout Shift
Ghost views of displays show virtually shifted locations
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Redirected Motion: Green Player’s POV
With ShiftWithout Shift
Ghost views of displays show virtually shifted locations
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Redirected Motion: Third-Person POV
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Redirection for Hand-HeldsO. Oda & S. Feiner, ISMAR 2009
User study Compared 9 pairs of
participants playing with/without redirected motion, and other techniques Redirected motion Kept users farther
apart Was undetectable
when used with parameters set in pilot study