Interaction in Virtual Reality

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INTERACTION AND ACTIVITY LEVELS IN VIRTUAL REALITY Rachael Miller University of Michigan 3D Lab

Transcript of Interaction in Virtual Reality

Page 1: Interaction in Virtual Reality

INTERACTION AND ACTIVITY LEVELS IN VIRTUAL REALITYRachael Miller

University of Michigan 3D Lab

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Current digital I/O systems are largely 2D Screen Mouse Joystick

Our lives are not! Hands Gestures Body language

THE STATE OF INFORMATION

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How often have you tried to visualize or describe a complex

idea?

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WHERE VIRTUAL REALITY FITS IN

Immersive simulations Training Architecture Telepresence

Visualization Scientific data Education Design

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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?

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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!

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HOW CAN WE IMPROVE THIS INPUT SYSTEM?

Natural input devices are becoming more available Leap Motion Kinect

What will we do with them?

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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?

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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

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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

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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

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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?

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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

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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

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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?

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QUESTIONS?

All MIDEN images can be found at um3d.dc.umich.edu