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Published byShonda Anthony Modified over 9 years ago
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Combining Passive Haptics with Redirected Walking Luv Kohli Final Project COMP239 – Virtual Worlds May 25, 2005
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Problem 1 Notable lack of touch feedback (haptics) in VR Interaction without haptics is difficult
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Solutions Passive haptics Active haptics Avatar redirection
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Solutions Passive haptics Active haptics Avatar redirection
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Problem 2 Size of virtual world limited by size of physical tracker space
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Solutions Flying Treadmills Virtual walkways/escalators Redirected walking Lots of others
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Solutions Flying Treadmills Virtual walkways/escalators Redirected walking Lots of others
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Redirected Walking + Passive Haptics… The idea of using passive haptics with redirected walking seemingly goes out the window Real Virtual Physical prop
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…with our powers combined… With careful environment design, is it possible to incorporate passive haptics into a virtual environment that uses redirected walking?
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Some thoughts Redirected walking not possible if within arm’s reach of physical prop Physical prop Region where user is within arm’s reach of prop
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More thoughts Much less area available for redirecting the user Virtual objects must align with physical objects by the time the user reaches them
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Environments to Ponder RealVirtual
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Environments to Ponder RealVirtual
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Environments to Ponder RealVirtual Ideal rotation point
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Simplifying assumption Physical prop is rotationally symmetric Allows user to approach from any direction
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Distance issue still remains r r d v r Real Virtual
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d gets you everything else Choose d such that amount of redirection is minimized Can be tough to solve analytically, but might be easy numerically
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Take a step back Find line that is equidistant from real and virtual object Select a point along that line to guide the user to (e.g. point closest to user)
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Redirection When user is at point of rotation, force them to turn by using a distractor (as in Dorian Miller’s COMP239 project in Fall 2002) Repeat as necessary (show Matlab)
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Thieves! Evil flying robots have stolen several precious gems
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Well… Okay, so they’re actually spheres.
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Your goal Vanquish the evil flaming spheres and collect the gems for safekeeping
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Teleporters The spheres come in through teleporters When a teleporter appears (and makes a sound), you must enter its beam to engage a sphere – it will appear in front of you
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Hitting the spheres When your hand/raygun intersects a sphere, the sphere’s force field is weakened
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Gems Hitting the spheres enough times will cause them to fade away Afterwards, a gem will be placed on one of five colored pedestals in the environment Pick up the gem by moving your hand onto it
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The trick Spheres rotate around you while you try to vanquish them This forces the user to turn, and allows the system to redirect (show log playback)
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Lessons learned It works for a contrived case – can it be generalized at all? A fair amount of error is tolerable Need a good way to plan user routes
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Future work Make the system more robust Do some redirection while user is walking Explore using a small amount of translation to correct error
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Acknowledgements Thank you to Eric Burns, Henry Fuchs, Dorian Miller, and Sharif Razzaque for brainstorming ideas and spending a great deal of time discussing this project with me.
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