292 research outputs found

    Experience Design for Virtual Reality. From Illusion to Agency.

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    Virtual Reality (VR) allow viewers to inhabit and interact with virtual spaces in a way that has the potential to be much more compelling than any other medium, breaking through the barrier between merely watching to experiencing a situation or environment. It has an experiential quality by integrating the domains of interactive video games, filmmaking, storytelling and immersion. A balancing act between narrative design, digital placemaking and user agency. In this article, written from a practitioner’s perspective, I propose and demonstrate strategies in how immersive experiences can utilise multiple modes of representations, such as omnidirectional stereoscopic video and real-time 3D rendered geometry, to form a coherent spatial narrative environment for a viewer in VR. Particular emphasis will be placed on factors in visual perception; experience design including narration, scenography and user agency; and the technical conditions of the medium. This insight emerged from a series of recent VR projects, which are fundamentally different in terms of content, design and production techniques, but this diversity is an opportunity to lay the foundations for a classification system for VR experiences and establish a common language for this exciting new medium

    Software techniques for improving head mounted displays to create comfortable user experiences in virtual reality

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    Head Mounted Displays (HMDs) allow users to experience Virtual Reality (VR) with a great level of immersion. Advancements in hardware technologies have led to a reduction in cost of producing good quality VR HMDs bringing them out from research labs to consumer markets. However, the current generation of HMDs suffer from a few fundamental problems that can deter their widespread adoption. For this thesis, we explored two techniques to overcome some of the challenges of experiencing VR when using HMDs. When experiencing VR with HMDs strapped to your head, even simple physical tasks like drinking a beverage can be difficult and awkward. We explored mixed reality renderings that selectively incorporate the physical world into the virtual world for interactions with physical objects. We conducted a user study comparing four rendering techniques that balance immersion in the virtual world with ease of interaction with the physical world. Users of VR systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called cybersickness. Prior work has discovered that changing vection (changing the perceived speed or moving direction) causes more severe cybersickness than steady vection (walking at a constant speed or in a constant direction). Based on this idea, we tried to reduce cybersickness caused by character movements in a First Person Shooter (FPS) game in VR. We propose Rotation Blurring (RB), uniformly blurring the screen during rotational movements to reduce cybersickness. We performed a user study to evaluate the impact of RB in reducing cybersickness and found that RB led to an overall reduction in sickness levels of the participants and delayed its onset. Participants who experienced acute levels of cybersickness benefited significantly from this technique

    Influence of Auditory Cues on the visually-induced Self-Motion Illusion (Circular Vection) in Virtual Reality

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    This study investigated whether the visually induced selfmotion illusion (“circular vection”) can be enhanced by adding a matching auditory cue (the sound of a fountain that is also visible in the visual stimulus). Twenty observers viewed rotating photorealistic pictures of a market place projected onto a curved projection screen (FOV: 54°x45°). Three conditions were randomized in a repeated measures within-subject design: No sound, mono sound, and spatialized sound using a generic head-related transfer function (HRTF). Adding mono sound increased convincingness ratings marginally, but did not affect any of the other measures of vection or presence. Spatializing the fountain sound, however, improved vection (convincingness and vection buildup time) and presence ratings significantly. Note that facilitation was found even though the visual stimulus was of high quality and realism, and known to be a powerful vection-inducing stimulus. Thus, HRTF-based auralization using headphones can be employed to improve visual VR simulations both in terms of self-motion perception and overall presence

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    Quality-controlled audio-visual depth in stereoscopic 3D media

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    BACKGROUND: The literature proposes several algorithms that produce “quality-controlled” stereoscopic depth in 3D films by limiting the stereoscopic depth to a defined depth budget. Like stereoscopic displays, spatial sound systems provide the listener with enhanced (auditory) depth cues, and are now commercially available in multiple forms. AIM: We investigate the implications of introducing auditory depth cues to quality-controlled 3D media, by asking: “Is it important to quality-control audio-visual depth by considering audio-visual interactions, when integrating stereoscopic display and spatial sound systems?” MOTIVATION: There are several reports in literature of such “audio-visual interactions”, in which visual and auditory perception influence each other. We seek to answer our research question by investigating whether these audio-visual interactions could extend the depth budget used in quality-controlled 3D media. METHOD/CONCLUSIONS: The related literature is reviewed before presenting four novel experiments that build upon each other’s conclusions. In the first experiment, we show that content created with a stereoscopic depth budget creates measurable positive changes in audiences’ attitude towards 3D films. These changes are repeatable for different locations, displays and content. In the second experiment we calibrate an audio-visual display system and use it to measure the minimum audible depth difference. Our data is used to formulate recommendations for content designers and systems engineers. These recommendations include the design of an auditory depth perception screening test. We then show that an auditory-visual stimulus with a nearer auditory depth is perceived as nearer. We measure the impact of this effect upon a relative depth judgement, and investigate how the impact varies with audio-visual depth separation. Finally, the size of the cross-modal bias in depth is measured, from which we conclude that sound does have the potential to extend the depth budget by a small, but perceivable, amount
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