"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
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Improving the VR experience - VRST 2012
1. Improving the VR
experience
From the authors to the users
Sébastien Kuntz
President
2. Plan
• Introduction
• (My) definition of VR
• Trends in system design
• Improving the authors’ experience
• MiddleVR
• Improving the users’ experience
3. Sebastien Kuntz
• Passion
• Board member of
• President
• Blog: http://cb.nowan.net/blog
• Twitter: @Cb_VRGeek
4. Sebastien Kuntz
• Founder & President
• 10 years adding VR to 3D engines
• - French railways
•
5. FRENCH RAILWAYS - SNCF
• Polhemus magnetic tracker, treadmill, 5DT Glove
• C++ / OpenSceneGraph / VRPN / OpenAL
6. FRENCH RAILWAYS - SNCF
• Polhemus magnetic tracker, treadmill, 5DT Glove
• C++ / OpenSceneGraph / VRPN / OpenAL
8. Plan
• Introduction
• (My) definition of VR
• Trends in system design
• Improving the authors’ experience
• MiddleVR
• Improving the users’ experience
29. Ridiculous
If it’s real VR,
you probably
look ridiculous
30. Ridiculous
If it’s real VR,
you probably
look ridiculous
31. Ridiculous
If it’s real VR,
you probably
look ridiculous
32. Plan
• Introduction
• (My) definition of VR
• Trends in system design
• Improving the authors’ experience
• MiddleVR
• Improving the users’ experience
54. But ...
• Do we really know the systems ?
• Can we compare them ?
55. But ...
• Do we really know the systems ?
• Can we compare them ?
• We need human-centric metrics
56. But ...
• Do we really know the systems ?
• Can we compare them ?
• We need human-centric metrics
• End-to-end latency
57. But ...
• Do we really know the systems ?
• Can we compare them ?
• We need human-centric metrics
• End-to-end latency
• Angular resolution
58. But ...
• Do we really know the systems ?
• Can we compare them ?
• We need human-centric metrics
• End-to-end latency
• Angular resolution
• Tracking: extent, precision
59. But ...
• Do we really know the systems ?
• Can we compare them ?
• We need human-centric metrics
• End-to-end latency
• Angular resolution
• Tracking: extent, precision
• Field of regard
60. But ...
• Do we really know the systems ?
• Can we compare them ?
• We need human-centric metrics
• End-to-end latency
• Angular resolution
• Tracking: extent, precision
• Field of regard
• Framerate with standard application
88. So we have a lot of hardware
But ...
“VR is mainly a software problem”
89. So we have a lot of hardware
But ...
“VR is mainly a software problem”
Jaron Lanier
90. So we have a lot of hardware
But ...
“VR is mainly a software problem”
Jaron Lanier
“3D user interaction is a hard and unexplored
software engineering and ergonomic problem”
91. So we have a lot of hardware
But ...
“VR is mainly a software problem”
Jaron Lanier
“3D user interaction is a hard and unexplored
software engineering and ergonomic problem”
Chad Wingrave - University of Central Florida
92. Plan
• Introduction
• (My) definition of VR
• Trends in system design
• Improving the authors’ experience
• MiddleVR
• Improving the users’ experience
93. To create and maintain presence,
you, the author, need to ...
94. To create and maintain presence,
you, the author, need to ...
• Build hardware
95. To create and maintain presence,
you, the author, need to ...
• Build hardware
• Build software
96. To create and maintain presence,
you, the author, need to ...
• Build hardware
• Build software
97. To create and maintain presence,
you, the author, need to ...
• Build hardware
• Build software
• Build user experience
98. To create and maintain presence,
you, the author, need to ...
• Build hardware
• Build software
• Build user experience
100. The need for better
VR software tools
• Hardware getting cheaper
101. The need for better
VR software tools
• Hardware getting cheaper
• But engineers are not getting cheaper
102. The need for better
VR software tools
• Hardware getting cheaper
• But engineers are not getting cheaper
• Need to be more efficient and spend less
time creating apps
103. The need for better
VR software tools
• Hardware getting cheaper
• But engineers are not getting cheaper
• Need to be more efficient and spend less
time creating apps
• Democratization
104. The need for better
VR software tools
• Hardware getting cheaper
• But engineers are not getting cheaper
• Need to be more efficient and spend less
time creating apps
• Democratization
• VR developers are not all engineers anymore
105. Plan
• Introduction
• (My) definition of VR
• Trends in system design
• Improving the authors’ experience
• MiddleVR
• Improving the users’ experience
106. • What is MiddleVR ?
• Birth
• Goals
• Quick tour
• Guiding principles
• Design
159. Design
• Goals
• Simplifying VR
• Accelerate development of VR applications
• Accelerate deployment of VR applications
• GUI to configure VR systems
• Dynamic reconfiguration of application
• Ship with standard configurations
• Abstractions
• Create new VR tools
• Adapt existing 3D applications
168. Design
• Create new VR tools
• Adapt existing 3D applications
• Genericity
• C++
• Simple but complete
169. 30 days free trial
http://www.imin-vr.com/download
170. Plan
• Introduction
• (My) definition of VR
• Trends in system design
• Improving the authors’ experience
• MiddleVR
• Improving the users’ experience
178. Improving the user’s
experience
• Improve perceptive presence
• Fooling your senses
179. Improving the user’s
experience
• Improve perceptive presence
• Fooling your senses
• Know how senses work individually
180. Improving the user’s
experience
• Improve perceptive presence
• Fooling your senses
• Know how senses work individually
• Know how senses work together
181. Improving the user’s
experience
• Improve perceptive presence
• Fooling your senses
• Know how senses work individually
• Know how senses work together
• Know how attention modifies perception
188. MP3
• Algorithm for sound compression
• “Reducing accuracy of (...) sounds that are (...) beyond the
auditory resolution ability of most people.” -- Wikipedia
206. MP3 for reality ?
• Cheaper VR systems
• More computer resources
207. MP3 for reality ?
• Cheaper VR systems
• More computer resources
• for shaders, physics, sound etc.
208. MP3 for reality ?
• Cheaper VR systems
• More computer resources
• for shaders, physics, sound etc.
• Everybody designing VR app should know about
those rules !
209. MP3 for reality ?
• Cheaper VR systems
• More computer resources
• for shaders, physics, sound etc.
• Everybody designing VR app should know about
those rules !
• Need to know the system you are working with
210. MP3 for reality ?
• Need more research
• VR Knowledge Base
• http://knowledgebase.cs.vt.edu
211. Plan
• Introduction
• (My) definition of VR
• Trends in system design
• Improving the authors’ experience
• MiddleVR
• Improving the users’ experience
• Conclusion