VIRTUAL REALITY AND VIRTUAL IN ACADEMIC VIRTUAL REALITY AND VIRTUAL IN ACADEMIC.
Interaction in Virtual Reality
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Transcript of Interaction in Virtual Reality
INTERACTION AND ACTIVITY LEVELS IN VIRTUAL REALITYRachael Miller
University of Michigan 3D Lab
Current digital I/O systems are largely 2D Screen Mouse Joystick
Our lives are not! Hands Gestures Body language
THE STATE OF INFORMATION
http://www.dokisoft.com/wp-content/uploads/2012/09/811computer_mouse.jpg
How often have you tried to visualize or describe a complex
idea?
http://patentimages.storage.googleapis.com/WO2007117221A1/imgf000031_0001.png
http://www.3dchem.com/imagesofmolecules/grubbs.jpg
WHERE VIRTUAL REALITY FITS IN
Immersive simulations Training Architecture Telepresence
Visualization Scientific data Education Design
http://static.neatorama.com/images/2007-05/cave-3d-visual-genomics.jpg
THE PROBLEM
Modern displays are advancing Improved stereoscopic 3D Dynamic perspective Fast approaching photorealistic graphics
Our output systems are representative of our 3D world-
What about our input systems?
http://www.gamelitist.com/press/wp-content/uploads/2011/09/Wii-Remote.jpghttp://www.designverb.com/wp-content/images/2007/09/space.explorer.3d.mouse.jpg
http://www.microsoft.com/hardware/_base_v1/products/xbox-360-wireless-controller-for-windows/gm_xboxcw_liquidblk_large.jpg
http://farm3.static.flickr.com/2194/2468302682_629a700d2d.jpg
ENTER THE MIDEN
Immersive virtual reality space 3D projection Perspective tracking
Visuals and sound replicate reality
This system is still controlled
by a modified set of joysticks!
HOW CAN WE IMPROVE THIS INPUT SYSTEM?
Natural input devices are becoming more available Leap Motion Kinect
What will we do with them?
http://readwrite.com/files/files/en-US_Kinect_for_Windows_L6M-00001_RM1_2.jpg
http://cdn.slashgear.com/wp-content/uploads/2013/01/leap_motion_imac.png
WHAT TYPE OF INTERACTION?
Physical interaction? Movements map to
natural physics Gesture-based?
Memorized commands
Graphical User Interface? User interacts with
visible interface All of the above?
HOW IS THE MIDEN USED NOW?
Study: 18 participants, 16 valid data points
Four simulation types, in random order
Narrowing the problem:
When do users look for physical
interaction?
Conceptual
Universe
Yost Arena
Gene Graph
Architectural
Model
Environmental
Object-Focused
RepresentativeAbstract
THE DATA
Kinect placed in corner of MIDEN Depth image Locations of joints Center of mass estimate
Intro/exit surveys Prior experience with 3D technology? Plays video games?
Mouse/controller? Interest in simulations
Likert scales
http://i.msdn.microsoft.com/dynimg/IC584841.png
ISSUES
People get too close to or face away from Kinect
Data becomes warped
Most data was affectedActivity levels could not be
determined from Kinect
http://i.msdn.microsoft.com/dynimg/IC584842.pnghttp://i.msdn.microsoft.com/dynimg/IC584394.png
AN INTERESTING PHENOMENON
10/16 (62.5%) participants reported feeling dizzy All in the same simulation: Architectural Model
6/16 (37.5%) had to leave the Model early
Why might this be?
INVESTIGATION
Could we predict whether a subject would get dizzy in the Architectural Model given: Age? Gender? Experience with 3D systems? Experience with video games?
Unfortunately, there were zero counts for several variables, so Multinomial Logistic Regression doesn’t work
Try several rounds of Binary Logistic Regression
ANALYSIS (BINARY LOGISTIC REGRESSION)
Looking at what might be related to dizziness Experience with passive/interactive systems
Passive: p-value = 0.99 Interactive: 0.51
Time spent gaming Handheld gaming: 0.99 PC gaming: 0.24
Gender, age, and technical confidence show similar non-significant results
FURTHER DEVELOPMENT
Restructure for examination of cybersickness What appears to move (environment or user)? Could it be related to enclosed virtual spaces?
Participants appeared less active than pilot May have needed more direction Develop novel input systems
How could activity be quantified better?
QUESTIONS?
All MIDEN images can be found at um3d.dc.umich.edu