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RECAPSTONE STUFF WE LEARNED ABOUT DESIGN FOR VIRTUAL LOCOMOTION

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Presentation on theme: "RECAPSTONE STUFF WE LEARNED ABOUT DESIGN FOR VIRTUAL LOCOMOTION"— Presentation transcript:

1 RECAPSTONE STUFF WE LEARNED ABOUT DESIGN FOR VIRTUAL LOCOMOTION

2 TRAVRSE PROJECT Nick Anderson (nickand@uw.edu) Erick Lo Monica Caraway
Sponsor: HTC Americas (Brian Espinosa)

3 TONIGHT Context—design issues in VR locomotion
TraVRse project and findings Some design recommendations Doing user research in VR Current work and future directions

4 VR SYSTEMS Oculus Rift HTC Vive Samsung Gear Microsoft Hololens
Google Cardboard Seated vs. room-scale context

5 GENERAL VR DESIGN CONCERNS
Motion sickness User presence Sensory mismatch Visual Proprioceptive Vestibular Haptic context

6 [video]

7 DESIGN CONCERNS FOR ROOM-SCALE LOCOMOTION
Virtual space vs. workspace Avoid sickness Transitions to/from walking Move only at user intention Extend 1:1 movement but keep cause/effect consistent context

8 COMMON SOLUTIONS Teleportation Vehicles Augmented natural motions
context

9 TRAVRSE STUDY For room-scale VR, what methods and design heuristics best support immersive locomotion experiences across virtual distances, while maintaining user presence and reducing sickness? Lots of research and UCD led to 2 prototypes

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12 STUDY SUMMARY Nine participants 4x Running Man 5x Jetpack
~1 hour sessions Pre-test and post-test for sickness Post-test qualitative measures for presence study

13 SUCCESS MEASURES Conventional Locomotion task success
Sickness and presence instruments Unconventional User precautions in VE Alternative user interactions Limit-seeking study

14 INTERACTIONS Transitions and inadvertent motion Controller orientation
Smoothness Full-body steering vs. controller-only Exertion Sensory mismatch for flight experience study

15 [video]

16 SATISFACTION Fun was had by all
Presence not directly related to ease/difficulty Observed vs. user-reported immersion study

17 EMBODIMENT AND SENSATION
Users want to feel their own effect on the VE. Participants supplied sensations that didn’t exist in the prototype Motion inputs vs. vestibular system Falling vs. height exposure study

18 [video]

19 DESIGN RECOMMENDATIONS
Emphasize 1:1 walking as a core locomotion experience for room-scale. Supports user presence and place illusions. Counteracts motion sickness. Frames other locomotion methods and scenarios. outcomes

20 DESIGN RECOMMENDATIONS
Support easy transitions between locomotion methods, especially to/from walking. Walking is “default” for room scale Users may forget to take action to resume walking. outcomes

21 DESIGN RECOMMENDATIONS
Align visual, proprioceptive, and controller feedback.   Given other design considerations, minimize disagreement between users’ physical sensations in the workspace and their virtual experience. outcomes

22 DESIGN RECOMMENDATIONS
Mild sensory mismatch is tolerable and may not diminish user presence. Try to anticipate detection thresholds… outcomes

23 DESIGN RECOMMENDATIONS
Fidelity does not necessarily contribute to user presence. Visual realism and high experiential fidelity are probably less important. Strong, consistent causal relationships between user actions and results in the VE are more important. outcomes

24 DESIGN RECOMMENDATIONS
Consider how context influences user expectations for locomotion methods. Context matters.  How users encounter a locomotion method in the VE can support or limit the extent to which interactions are discoverable and intuitive. outcomes

25 DESIGN RECOMMENDATIONS
Consider design trade-offs carefully when presence-enhancing experiences approach sickness thresholds for users. Presence: stomach “lurch” from rollercoaster. Presence: “tingle” from height exposure. Sickness: high-speed turns without feeling body lean. outcomes

26 DOING USER RESEARCH IN VR
(What we learned) Pay special attention to sensory aspects of research setting Difficult to distinguish specific interactions from VE context Wide range of proprioceptive self-awareness among users

27 CURRENT WORK ConVRse: capstone project using VR for second-language learning Cardboard and Unity3D for rapid prototyping Presence is powerful Heuristics—are they holding up?

28 FUTURE WORK? Vive and more 1:1 motion experiences
Demos/promos vs. useful VR Documentary/POV content, virtual tourism Uncanny valley work for social-presence and conferencing applications

29 RESEARCH IDEAS VR for social good!
HIT Labs—VR for pain management, phobias Scientific training/simulation POV shifting for cultural exchange Cognitive development—language learning, memory More work on “tolerable mismatches” More work on haptic illusions

30 PLUG FOR WORKSHOP Todd Little
HCDE Skill Share: Introduction to Whitebox Prototyping with Unity3D HCDE Design Lab (Sieg 233) Saturday, May 21st, 1pm-2:30pm

31 THANKS! QUESTIONS? nickand@uw.edu


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