SlideShare a Scribd company logo
LECTURE 6: EXAMPLE
VR APPLICATIONS
COMP 4026 – Advanced HCI
Semester 5 - 2018
Bruce Thomas, Mark Billinghurst, Gun Lee
University of South Australia
August 28th 2018
Lecture 5: Recap
• Interaction Design for VR
• Iterative method for designing VR experiences
• Applying well known ID techniques to VR
• Interaction Design Process
• Needs analysis
• Experience Design
• System Prototyping
• Evaluation
The Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
Methods for Identifying User Needs
Learn from
people
Learn from
analogous
settings
Learn from
Experts
Immersive
yourself in
context
VR Design Considerations
• Use UI Best Practices
• Adapt know UI guidelines to VR
• Use of Interface Metaphors/Affordances
• Decide best metaphor for VR application
• Design for Humans
• Use Human Information Processing model
• Design for Different User Groups
• Different users may have unique needs
• Design for the Whole User
• Social, cultural, emotional, physical cognitive
Typical Development Steps
▪ Sketching
▪ Storyboards
▪ UI Mockups
▪ Interaction Flows
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Increased
Fidelity &
Interactivity
VR Prototyping Tools
• Low Fidelity
• Sketched Paper Interfaces – pen/paper, non-interactive
• Onride Photoshop tool – digital, non-interactive
• InstaVR - 360 web based tool, simple interactivity
• SketchBox – create VR interface inside VR
• High Fidelity
• Entiti – template based VR with visual programming
• A-Frame – web based VR tool using HTML
• EditorVR – Unity wrapper inside VR
• Unity/Unreal Game Engine – programming needed
Four Evaluation Paradigms
•‘quick and dirty’
•usability testing (lab studies)
•field studies
•predictive evaluation
Examples Mentioned
EXAMPLE VR APPLICATIONS
Virtual Reality Applications
• Ideal applications for VR should:
• Be strongly visual, have 3D spatial elements
• Benefit from first person immersion
• Benefit from 3D manipulation/navigation
• Support Autonomy, Interaction and Presence (AIP Cube)
• Etc..
Not Everything Should be Done in VR
Dr Fun - 1990
Many Possible Types of VR Applications
From https://www.slideshare.net/ampnewventures/virtual-reality-vr-continuum-amp-new-ventures
COMP 4010 Lecture 6: VR Applications
Potential Disruption for Existing Domains
https://www.slideshare.net/BDMIFund/the-emerging-virtual-reality-landscape-a-primer
Example VR Applications
• Education
• Google Expeditions
• Medicine
• Virtual Characters
• Entertainment
• The Void, Zero Latency
• Art + Design
• Tilt Brush
• Collaboration
• Facebook Spaces
EDUCATION
Google Expeditions
• https://edu.google.com/expeditions/
• Mobile VR Educational application (Android, iOS)
• Designed for classroom experiences
Google Expeditions
• Goal: Provide low cost educational VR experience
• Based on Google Cardboard VR platform
• Different roles:
• Guide— person leading an expedition on a tablet
• Explorer— person following an expedition on a phone.
• Usage
• Used by over 1 million students
• Over 500 educational experiences developed
• Royal Collection Trust, American Museum of Natural History, etc.
Teacher Led VR Experiences
• Teacher/Guide uses tablet to control the experience
• Selects the virtual tour experience
• Guide sees tour script, can select immersive scenes to view
• Guide sees focus point and where individual students are looking
• Students connect as followers, look at what guides highlight
Guide Interface
System
• Hardware
• Google Cardboard mobile viewer
• Smart phones + tablet (class set)
• Wireless router
• Software
• Viewer and Guide applications (iOS/Android)
• 360 image/video VR experiences
Class set for 30 students
Example Experiences
• Over 500 locations/experiences
• Great barrier reef, Great Wall of China, Grand Canyon, etc.
Demonstration
• https://www.youtube.com/watch?v=3MQ9yG_QfDA
Feedback
• Teacher/student survey (100 people)
• 65% experienced a “Wow” moment during Google expedition
• Noted the variety of educator styles and approaches possible
• People enjoyed “The feeling of ‘being’ there”
From https://www.slideshare.net/zoesujon/google-expeditions-virtual-reality-and-the-classroom
Limitations
• 53% of participants identified some problems, including:
• Difficult for some people who wore glasses
• Some complained of eye strain, headaches or nausea
• Some staff were reluctant/resistant to use the leader tablet
• Issues of disabilities and inclusion
Key Findings
• Low cost VR/mobile VR can provide a valuable
educational experience
• Visit different locations, different times, etc.
• Teach interaction key
• Acting as guide, providing educational context
• VR requires more work
• Address simulator sickness, ergonomic issues, etc.
• Immersion/Presence creates learning
• Immersion creates memorable educational experience
Challenges/Solutions
• Making VR accessible
• Designing for phones, tablets, low cost viewers
• Synchronizing content with all viewers
• Teacher controlled viewing
• Teacher can guide experiences
• Engaging interaction on simple viewers
• Head pointing based interaction, button input
• Supporting Educational goals
• Providing compelling educational content
MEDICINE
Virtual Patients
• Problem
• Many doctors have poor doctor/patient skills
• Have limited opportunity during training to learn skills
• Solution
• Virtual patients that doctors can communicate with naturally
• Artificial agents with speech understanding
Typical System Setup
• Trainee in front of projection screen
• Speech and gesture recognition
• Intelligent agent on screen
Johnsen, K., Raij, A., Stevens, A., Lind, D. S., & Lok, B. (2007, April). The validity of a virtual
human experience for interpersonal skills education. In Proceedings of the SIGCHI conference
on Human factors in computing systems (pp. 1049-1058). ACM.
Demo:
• https://www.youtube.com/watch?v=xC70_tRGOOk
Key Findings
• Virtual Humans can replace actors in training
• interaction skills used with a virtual human translate to
the interaction skills used with a real human
• Students feel a strong sense of co-presence
• Having character respond to speech and gesture
increases immersion
• VR is capable of creating realistic characters
• Life size, intelligent backend, speech recognition
• Skills learnt transfer to real world
Challenges/Solutions
• Training in medical environment
• Design for training in medical exam room
• Use projected VR not HMDs
• Natural interaction
• Support speech and gesture interaction
• Tactile/haptic feedback
• Use prosthetics to add support for palpation and other
tactile interaction between doctor and virtual patient
• Supporting Educational goals
• Give virtual character domain knowledge
ENTERTAINMENT
Large Scale VR Gaming
• Provide multi-player VR gaming in warehouse space
• Examples
• The Void - https://www.thevoid.com/
• Zero Latency - https://zerolatencyvr.com/
Typical System
• Wide Area Tracking
• Computer vision, lights/reflective balls
• > 120 cameras for 300 m2 space
• Backpack VR system
• Haptic feedback, wireless HMD
• Real Props
• Tracked objects, walls
Tracking cameras
Backpack system
The Void Demo
• https://www.youtube.com/watch?v=XgetffuOgBA
Key Findings
• Wide area tracking possible
• vision based systems can create large scale wide areas
tracking, fast enough for game play
• Shared gameplay improves experience
• Focus on collaborative experiences, using avatar
representations and roll division
• Haptic feedback significantly increases presence
• Use of physical props (objects, walls)
• Content is king
• Systems need compelling content/game place
Challenges/Solutions
• Wide area tracking
• Computer vision tracking of
• Over 100 cameras + multiple servers
• Freedom of movement
• Custom wireless VR backpacks
• Ruggedized HMDs, weapon props
• Natural interaction
• Redirected walking, tangible props
• Compelling content
• Multi-sensory feedback, custom game platform
ART + DESIGN
Tilt Brush
• Intuitive 3D immersive drawing/sculpting program
• Developed by Patrick Hackett and Drew Skillman 2014
• Acquired by Google in 2015
• https://www.tiltbrush.com/
Functionality
• Goal: Extremely natural 3D painting/sculpting
• User Interface
• Two handed interface designed for two controllers (Vive, Rift)
• Brush in dominant hand, tool palette in non-dominant
• Typical drawing functionality – color, brush width, undo/redo, etc..
• Content sharing
• Created content can be exported/shared in 2D/3D formats
Demo
• https://www.youtube.com/watch?v=TckqNdrdbgk
Artist Feedback
• https://www.youtube.com/watch?v=91J8pLHdDB0
Example Tilt Brush Sketches
• https://poly.google.com/
• Explore in desktop VR
Key Findings
• Use familiar tools
• Tilt brush interface has familiar sculpting/painting tools –
e.g. brush size, colour pallet, etc
• Use intuitive interface
• Two handed tools with natural metaphor – one hand for
pallet/menu, one hand for painting/sculpting
• Provide Magical experience
• Provide experience not possible in real world, e.g.
changing body scale, painting in 3D, etc.
• Create a community
• Provide ways for people to share content
Challenges/Solutions
• Intuitive Interface
• Very natural metaphor – painting in space
• Two handed interface – map to VR controllers
• Familiar menu objects from paint programs
• Need for limited training
• Provide in app training, tool tips
• Content sharing
• Enable content to be exported in variety of formats
• Video, animated GIFs, 2D images, 3D files
• Engaging Experience
• Provides novel immersive artistic experience
COLLABORATION
Facebook Spaces
• Collaborative VR environment
• VR meeting and interaction space (up to 4 people)
• Focus on communication
• Speech and gesture based
• https://www.facebook.com/spaces
System Interaction
• Designed for Oculus Rift/HTC Vive
• Upper body tracking, touch controllers
• Simple interaction
• Loading scenes, direct object manipulation
• Content creation
• Selfie pictures, simple sketching
Demo
• https://www.youtube.com/watch?v=PVf3m7e7OKU
Key Findings
• Minimal social cues okay
• Even simple avatars can provide rich social experience
• Create shared social context
• Important to place users in same shared Virtual Reality
environment/shared social context
• Audio is key
• Provide low latency audio, spatial audio cues
• Create a reason for communicating
• Why should people want to connect? Create shared
activity/reason for people to conference
Challenges/Solutions
• Create shared sense of Presence
• Use common background, shared objects
• Natural communication
• Support non-verbal behaviour, speech/gesture input
• Intuitive interaction
• Map real body motion onto Avatars
• Limited ability to navigate/move through environment
• Engaging Experience
• Shared content creation, experience capture
Other Examples
• Many other examples of collaborative VR
• Rec Room, High Fidelity, AltspaceVR
• Sansar, VR chat, etc..
Example: High Fidelity Worlds
• https://www.youtube.com/watch?v=-ivL1DDwUK4
OTHER APPLICATIONS
Collisions – Australian VR Film
• http://www.collisionsvr.com/
• https://www.youtube.com/watch?v=-NZHLtmNi_s
Best VR Apps of 2018 (Digital Trends)
• ALLUMETTE – VR Stop motion film
• Google Earth – Travel/geography
• Kingspray Graffiti – Art/content creation
• The FOO Show - VR Talk show
• Virtual Desktop – Use desktop in VR
• www.digitaltrends.com/virtual-reality/best-virtual-reality-apps/
Google Earth
• https://www.youtube.com/watch?v=SCrkZOx5Q1M
Allumette
• https://www.youtube.com/watch?v=AkzdxgMBDi8
KingSpray Graffiti
• https://www.youtube.com/watch?v=3ygZBR_WPmI
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

More Related Content

PDF
Lecture7 Example VR Applications
PDF
COMP 4026 - Lecture 1
PDF
COMP 4010: Lecture 6 Example VR Applications
PDF
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
PDF
MHIT 603: Introduction to Interaction Design
PDF
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
PDF
From Interaction to Empathy
PDF
COMP 4010 Lecture9 AR Interaction
Lecture7 Example VR Applications
COMP 4026 - Lecture 1
COMP 4010: Lecture 6 Example VR Applications
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
MHIT 603: Introduction to Interaction Design
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
From Interaction to Empathy
COMP 4010 Lecture9 AR Interaction

What's hot (20)

PDF
Rapid Prototyping For Augmented Reality
PDF
MHIT603: Lecture 4 - Experience Prototyping
PDF
COMP 4010: Lecture11 AR Interaction
PDF
Comp4010 Lecture7 Designing AR Systems
PDF
COMP 4010 - Lecture11 - AR Applications
PDF
Mobile AR lecture 9 - Mobile AR Interface Design
PDF
COMP 4026 - Lecture1 introduction
PDF
COMP 4026 Lecture3 Prototyping and Evaluation
PDF
MHIT 603: Lecture 3 - Prototyping Tools
PDF
Designing Usable Interface
PDF
Designing for Wearables
PDF
Moving Beyond Questionnaires to Evaluate MR Experiences
PDF
COMP 4010 Lecture 3 VR Input and Systems
PDF
COMP 4010 - Lecture 3 VR Systems
PDF
Comp4010 lecture11 VR Applications
PDF
UX workshop
PDF
COMP 4010 - Lecture4 VR Technology - Visual and Haptic Displays
PDF
COMP 4010 - Lecture 4: 3D User Interfaces
PDF
Mobile AR Tutorial
PDF
COMP 4010: Lecture 4 - 3D User Interfaces for VR
Rapid Prototyping For Augmented Reality
MHIT603: Lecture 4 - Experience Prototyping
COMP 4010: Lecture11 AR Interaction
Comp4010 Lecture7 Designing AR Systems
COMP 4010 - Lecture11 - AR Applications
Mobile AR lecture 9 - Mobile AR Interface Design
COMP 4026 - Lecture1 introduction
COMP 4026 Lecture3 Prototyping and Evaluation
MHIT 603: Lecture 3 - Prototyping Tools
Designing Usable Interface
Designing for Wearables
Moving Beyond Questionnaires to Evaluate MR Experiences
COMP 4010 Lecture 3 VR Input and Systems
COMP 4010 - Lecture 3 VR Systems
Comp4010 lecture11 VR Applications
UX workshop
COMP 4010 - Lecture4 VR Technology - Visual and Haptic Displays
COMP 4010 - Lecture 4: 3D User Interfaces
Mobile AR Tutorial
COMP 4010: Lecture 4 - 3D User Interfaces for VR
Ad

Similar to COMP 4010 Lecture 6: VR Applications (20)

PDF
Using Interaction Design Methods for Creating AR and VR Interfaces
PDF
Comp4010 Lecture12 Research Directions
PPTX
Tech Tools to Support Communication Competency
PPTX
Digital toolbox for 21st Century Learning
PDF
Lecture 6 Interaction Design for VR
PDF
Using your projector in your classroom
PDF
Storytelling
PDF
Using your projector in your classroom- UPDATED
PDF
De diepte in met virtual reality
PPT
Coil2012 torcivia calixv4
PPTX
Ideas for using Web 2.0 tools in the classroom - updated September 2016
PDF
Applying virtual environments in distance learning of product development
PDF
Website Usability & User Experience: Veel bezoekers, weinig klanten?
PDF
Tell me what you want and I’ll show you what you can have: who drives design ...
PPTX
Designing and Evaluating Virtual Reality for Learning
PDF
3D Virtual Worlds for Professional Development and Lifelong Learning
PPTX
Conole ntu 1_oct epedagogies and social media
PPTX
Using your projector in your classroom
PPTX
Conole learning design_final
PPTX
SL formal_education
Using Interaction Design Methods for Creating AR and VR Interfaces
Comp4010 Lecture12 Research Directions
Tech Tools to Support Communication Competency
Digital toolbox for 21st Century Learning
Lecture 6 Interaction Design for VR
Using your projector in your classroom
Storytelling
Using your projector in your classroom- UPDATED
De diepte in met virtual reality
Coil2012 torcivia calixv4
Ideas for using Web 2.0 tools in the classroom - updated September 2016
Applying virtual environments in distance learning of product development
Website Usability & User Experience: Veel bezoekers, weinig klanten?
Tell me what you want and I’ll show you what you can have: who drives design ...
Designing and Evaluating Virtual Reality for Learning
3D Virtual Worlds for Professional Development and Lifelong Learning
Conole ntu 1_oct epedagogies and social media
Using your projector in your classroom
Conole learning design_final
SL formal_education
Ad

More from Mark Billinghurst (20)

PDF
Empathic Computing: Creating Shared Understanding
PDF
Reach Out and Touch Someone: Haptics and Empathic Computing
PDF
Rapid Prototyping for XR: Lecture 6 - AI for Prototyping and Research Directi...
PDF
Rapid Prototyping for XR: Lecture 5 - Cross Platform Development
PDF
Rapid Prototyping for XR: Lecture 4 - High Level Prototyping.
PDF
Rapid Prototyping for XR: Lecture 3 - Video and Paper Prototyping
PDF
Rapid Prototyping for XR: Lecture 2 - Low Fidelity Prototyping.
PDF
Rapid Prototyping for XR: Lecture 1 Introduction to Prototyping
PDF
Research Directions in Heads-Up Computing
PDF
IVE 2024 Short Course - Lecture18- Hacking Emotions in VR Collaboration.
PDF
IVE 2024 Short Course - Lecture13 - Neurotechnology for Enhanced Interaction ...
PDF
IVE 2024 Short Course Lecture15 - Measuring Cybersickness
PDF
IVE 2024 Short Course - Lecture14 - Evaluation
PDF
IVE 2024 Short Course - Lecture12 - OpenVibe Tutorial
PDF
IVE 2024 Short Course Lecture10 - Multimodal Emotion Recognition in Conversat...
PDF
IVE 2024 Short Course Lecture 9 - Empathic Computing in VR
PDF
IVE 2024 Short Course - Lecture 8 - Electroencephalography (EEG) Basics
PDF
IVE 2024 Short Course - Lecture16- Cognixion Axon-R
PDF
IVE 2024 Short Course - Lecture 2 - Fundamentals of Perception
PDF
Research Directions for Cross Reality Interfaces
Empathic Computing: Creating Shared Understanding
Reach Out and Touch Someone: Haptics and Empathic Computing
Rapid Prototyping for XR: Lecture 6 - AI for Prototyping and Research Directi...
Rapid Prototyping for XR: Lecture 5 - Cross Platform Development
Rapid Prototyping for XR: Lecture 4 - High Level Prototyping.
Rapid Prototyping for XR: Lecture 3 - Video and Paper Prototyping
Rapid Prototyping for XR: Lecture 2 - Low Fidelity Prototyping.
Rapid Prototyping for XR: Lecture 1 Introduction to Prototyping
Research Directions in Heads-Up Computing
IVE 2024 Short Course - Lecture18- Hacking Emotions in VR Collaboration.
IVE 2024 Short Course - Lecture13 - Neurotechnology for Enhanced Interaction ...
IVE 2024 Short Course Lecture15 - Measuring Cybersickness
IVE 2024 Short Course - Lecture14 - Evaluation
IVE 2024 Short Course - Lecture12 - OpenVibe Tutorial
IVE 2024 Short Course Lecture10 - Multimodal Emotion Recognition in Conversat...
IVE 2024 Short Course Lecture 9 - Empathic Computing in VR
IVE 2024 Short Course - Lecture 8 - Electroencephalography (EEG) Basics
IVE 2024 Short Course - Lecture16- Cognixion Axon-R
IVE 2024 Short Course - Lecture 2 - Fundamentals of Perception
Research Directions for Cross Reality Interfaces

Recently uploaded (20)

PDF
Diabetes mellitus diagnosis method based random forest with bat algorithm
DOCX
The AUB Centre for AI in Media Proposal.docx
PDF
NewMind AI Weekly Chronicles - August'25-Week II
PPT
“AI and Expert System Decision Support & Business Intelligence Systems”
PDF
Build a system with the filesystem maintained by OSTree @ COSCUP 2025
PDF
Dropbox Q2 2025 Financial Results & Investor Presentation
PPTX
KOM of Painting work and Equipment Insulation REV00 update 25-dec.pptx
PDF
Agricultural_Statistics_at_a_Glance_2022_0.pdf
PDF
Peak of Data & AI Encore- AI for Metadata and Smarter Workflows
PDF
TokAI - TikTok AI Agent : The First AI Application That Analyzes 10,000+ Vira...
PDF
Encapsulation_ Review paper, used for researhc scholars
PDF
Review of recent advances in non-invasive hemoglobin estimation
PDF
The Rise and Fall of 3GPP – Time for a Sabbatical?
PPTX
sap open course for s4hana steps from ECC to s4
PPTX
MYSQL Presentation for SQL database connectivity
PDF
Chapter 3 Spatial Domain Image Processing.pdf
PDF
Architecting across the Boundaries of two Complex Domains - Healthcare & Tech...
PDF
7 ChatGPT Prompts to Help You Define Your Ideal Customer Profile.pdf
PDF
Mobile App Security Testing_ A Comprehensive Guide.pdf
PPT
Teaching material agriculture food technology
Diabetes mellitus diagnosis method based random forest with bat algorithm
The AUB Centre for AI in Media Proposal.docx
NewMind AI Weekly Chronicles - August'25-Week II
“AI and Expert System Decision Support & Business Intelligence Systems”
Build a system with the filesystem maintained by OSTree @ COSCUP 2025
Dropbox Q2 2025 Financial Results & Investor Presentation
KOM of Painting work and Equipment Insulation REV00 update 25-dec.pptx
Agricultural_Statistics_at_a_Glance_2022_0.pdf
Peak of Data & AI Encore- AI for Metadata and Smarter Workflows
TokAI - TikTok AI Agent : The First AI Application That Analyzes 10,000+ Vira...
Encapsulation_ Review paper, used for researhc scholars
Review of recent advances in non-invasive hemoglobin estimation
The Rise and Fall of 3GPP – Time for a Sabbatical?
sap open course for s4hana steps from ECC to s4
MYSQL Presentation for SQL database connectivity
Chapter 3 Spatial Domain Image Processing.pdf
Architecting across the Boundaries of two Complex Domains - Healthcare & Tech...
7 ChatGPT Prompts to Help You Define Your Ideal Customer Profile.pdf
Mobile App Security Testing_ A Comprehensive Guide.pdf
Teaching material agriculture food technology

COMP 4010 Lecture 6: VR Applications

  • 1. LECTURE 6: EXAMPLE VR APPLICATIONS COMP 4026 – Advanced HCI Semester 5 - 2018 Bruce Thomas, Mark Billinghurst, Gun Lee University of South Australia August 28th 2018
  • 2. Lecture 5: Recap • Interaction Design for VR • Iterative method for designing VR experiences • Applying well known ID techniques to VR • Interaction Design Process • Needs analysis • Experience Design • System Prototyping • Evaluation
  • 3. The Interaction Design Process Evaluate (Re)Design Identify needs/ establish requirements Build an interactive version Final Product Develop alternative prototypes/concepts and compare them And iterate, iterate, iterate....
  • 4. Methods for Identifying User Needs Learn from people Learn from analogous settings Learn from Experts Immersive yourself in context
  • 5. VR Design Considerations • Use UI Best Practices • Adapt know UI guidelines to VR • Use of Interface Metaphors/Affordances • Decide best metaphor for VR application • Design for Humans • Use Human Information Processing model • Design for Different User Groups • Different users may have unique needs • Design for the Whole User • Social, cultural, emotional, physical cognitive
  • 6. Typical Development Steps ▪ Sketching ▪ Storyboards ▪ UI Mockups ▪ Interaction Flows ▪ Video Prototypes ▪ Interactive Prototypes ▪ Final Native Application Increased Fidelity & Interactivity
  • 7. VR Prototyping Tools • Low Fidelity • Sketched Paper Interfaces – pen/paper, non-interactive • Onride Photoshop tool – digital, non-interactive • InstaVR - 360 web based tool, simple interactivity • SketchBox – create VR interface inside VR • High Fidelity • Entiti – template based VR with visual programming • A-Frame – web based VR tool using HTML • EditorVR – Unity wrapper inside VR • Unity/Unreal Game Engine – programming needed
  • 8. Four Evaluation Paradigms •‘quick and dirty’ •usability testing (lab studies) •field studies •predictive evaluation
  • 11. Virtual Reality Applications • Ideal applications for VR should: • Be strongly visual, have 3D spatial elements • Benefit from first person immersion • Benefit from 3D manipulation/navigation • Support Autonomy, Interaction and Presence (AIP Cube) • Etc..
  • 12. Not Everything Should be Done in VR Dr Fun - 1990
  • 13. Many Possible Types of VR Applications From https://www.slideshare.net/ampnewventures/virtual-reality-vr-continuum-amp-new-ventures
  • 15. Potential Disruption for Existing Domains https://www.slideshare.net/BDMIFund/the-emerging-virtual-reality-landscape-a-primer
  • 16. Example VR Applications • Education • Google Expeditions • Medicine • Virtual Characters • Entertainment • The Void, Zero Latency • Art + Design • Tilt Brush • Collaboration • Facebook Spaces
  • 18. Google Expeditions • https://edu.google.com/expeditions/ • Mobile VR Educational application (Android, iOS) • Designed for classroom experiences
  • 19. Google Expeditions • Goal: Provide low cost educational VR experience • Based on Google Cardboard VR platform • Different roles: • Guide— person leading an expedition on a tablet • Explorer— person following an expedition on a phone. • Usage • Used by over 1 million students • Over 500 educational experiences developed • Royal Collection Trust, American Museum of Natural History, etc.
  • 20. Teacher Led VR Experiences • Teacher/Guide uses tablet to control the experience • Selects the virtual tour experience • Guide sees tour script, can select immersive scenes to view • Guide sees focus point and where individual students are looking • Students connect as followers, look at what guides highlight Guide Interface
  • 21. System • Hardware • Google Cardboard mobile viewer • Smart phones + tablet (class set) • Wireless router • Software • Viewer and Guide applications (iOS/Android) • 360 image/video VR experiences Class set for 30 students
  • 22. Example Experiences • Over 500 locations/experiences • Great barrier reef, Great Wall of China, Grand Canyon, etc.
  • 24. Feedback • Teacher/student survey (100 people) • 65% experienced a “Wow” moment during Google expedition • Noted the variety of educator styles and approaches possible • People enjoyed “The feeling of ‘being’ there” From https://www.slideshare.net/zoesujon/google-expeditions-virtual-reality-and-the-classroom
  • 25. Limitations • 53% of participants identified some problems, including: • Difficult for some people who wore glasses • Some complained of eye strain, headaches or nausea • Some staff were reluctant/resistant to use the leader tablet • Issues of disabilities and inclusion
  • 26. Key Findings • Low cost VR/mobile VR can provide a valuable educational experience • Visit different locations, different times, etc. • Teach interaction key • Acting as guide, providing educational context • VR requires more work • Address simulator sickness, ergonomic issues, etc. • Immersion/Presence creates learning • Immersion creates memorable educational experience
  • 27. Challenges/Solutions • Making VR accessible • Designing for phones, tablets, low cost viewers • Synchronizing content with all viewers • Teacher controlled viewing • Teacher can guide experiences • Engaging interaction on simple viewers • Head pointing based interaction, button input • Supporting Educational goals • Providing compelling educational content
  • 29. Virtual Patients • Problem • Many doctors have poor doctor/patient skills • Have limited opportunity during training to learn skills • Solution • Virtual patients that doctors can communicate with naturally • Artificial agents with speech understanding
  • 30. Typical System Setup • Trainee in front of projection screen • Speech and gesture recognition • Intelligent agent on screen Johnsen, K., Raij, A., Stevens, A., Lind, D. S., & Lok, B. (2007, April). The validity of a virtual human experience for interpersonal skills education. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 1049-1058). ACM.
  • 32. Key Findings • Virtual Humans can replace actors in training • interaction skills used with a virtual human translate to the interaction skills used with a real human • Students feel a strong sense of co-presence • Having character respond to speech and gesture increases immersion • VR is capable of creating realistic characters • Life size, intelligent backend, speech recognition • Skills learnt transfer to real world
  • 33. Challenges/Solutions • Training in medical environment • Design for training in medical exam room • Use projected VR not HMDs • Natural interaction • Support speech and gesture interaction • Tactile/haptic feedback • Use prosthetics to add support for palpation and other tactile interaction between doctor and virtual patient • Supporting Educational goals • Give virtual character domain knowledge
  • 35. Large Scale VR Gaming • Provide multi-player VR gaming in warehouse space • Examples • The Void - https://www.thevoid.com/ • Zero Latency - https://zerolatencyvr.com/
  • 36. Typical System • Wide Area Tracking • Computer vision, lights/reflective balls • > 120 cameras for 300 m2 space • Backpack VR system • Haptic feedback, wireless HMD • Real Props • Tracked objects, walls Tracking cameras Backpack system
  • 37. The Void Demo • https://www.youtube.com/watch?v=XgetffuOgBA
  • 38. Key Findings • Wide area tracking possible • vision based systems can create large scale wide areas tracking, fast enough for game play • Shared gameplay improves experience • Focus on collaborative experiences, using avatar representations and roll division • Haptic feedback significantly increases presence • Use of physical props (objects, walls) • Content is king • Systems need compelling content/game place
  • 39. Challenges/Solutions • Wide area tracking • Computer vision tracking of • Over 100 cameras + multiple servers • Freedom of movement • Custom wireless VR backpacks • Ruggedized HMDs, weapon props • Natural interaction • Redirected walking, tangible props • Compelling content • Multi-sensory feedback, custom game platform
  • 41. Tilt Brush • Intuitive 3D immersive drawing/sculpting program • Developed by Patrick Hackett and Drew Skillman 2014 • Acquired by Google in 2015 • https://www.tiltbrush.com/
  • 42. Functionality • Goal: Extremely natural 3D painting/sculpting • User Interface • Two handed interface designed for two controllers (Vive, Rift) • Brush in dominant hand, tool palette in non-dominant • Typical drawing functionality – color, brush width, undo/redo, etc.. • Content sharing • Created content can be exported/shared in 2D/3D formats
  • 45. Example Tilt Brush Sketches • https://poly.google.com/ • Explore in desktop VR
  • 46. Key Findings • Use familiar tools • Tilt brush interface has familiar sculpting/painting tools – e.g. brush size, colour pallet, etc • Use intuitive interface • Two handed tools with natural metaphor – one hand for pallet/menu, one hand for painting/sculpting • Provide Magical experience • Provide experience not possible in real world, e.g. changing body scale, painting in 3D, etc. • Create a community • Provide ways for people to share content
  • 47. Challenges/Solutions • Intuitive Interface • Very natural metaphor – painting in space • Two handed interface – map to VR controllers • Familiar menu objects from paint programs • Need for limited training • Provide in app training, tool tips • Content sharing • Enable content to be exported in variety of formats • Video, animated GIFs, 2D images, 3D files • Engaging Experience • Provides novel immersive artistic experience
  • 49. Facebook Spaces • Collaborative VR environment • VR meeting and interaction space (up to 4 people) • Focus on communication • Speech and gesture based • https://www.facebook.com/spaces
  • 50. System Interaction • Designed for Oculus Rift/HTC Vive • Upper body tracking, touch controllers • Simple interaction • Loading scenes, direct object manipulation • Content creation • Selfie pictures, simple sketching
  • 52. Key Findings • Minimal social cues okay • Even simple avatars can provide rich social experience • Create shared social context • Important to place users in same shared Virtual Reality environment/shared social context • Audio is key • Provide low latency audio, spatial audio cues • Create a reason for communicating • Why should people want to connect? Create shared activity/reason for people to conference
  • 53. Challenges/Solutions • Create shared sense of Presence • Use common background, shared objects • Natural communication • Support non-verbal behaviour, speech/gesture input • Intuitive interaction • Map real body motion onto Avatars • Limited ability to navigate/move through environment • Engaging Experience • Shared content creation, experience capture
  • 54. Other Examples • Many other examples of collaborative VR • Rec Room, High Fidelity, AltspaceVR • Sansar, VR chat, etc..
  • 55. Example: High Fidelity Worlds • https://www.youtube.com/watch?v=-ivL1DDwUK4
  • 57. Collisions – Australian VR Film • http://www.collisionsvr.com/
  • 59. Best VR Apps of 2018 (Digital Trends) • ALLUMETTE – VR Stop motion film • Google Earth – Travel/geography • Kingspray Graffiti – Art/content creation • The FOO Show - VR Talk show • Virtual Desktop – Use desktop in VR • www.digitaltrends.com/virtual-reality/best-virtual-reality-apps/