A Quantitative Method for Evaluation of 6 Degree of Freedom Virtual Reality Systems ⇑ Tyler A
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Jason T. Jaslow 201-679-0733 • [email protected] • Emergereality.Com • Linkedin.Com/In/Jasonjaslow • Github.Com/Jjaslow
Jason T. Jaslow 201-679-0733 • [email protected] • emergereality.com • linkedin.com/in/jasonjaslow • github.com/jjaslow Qualifications Profile Versatile professional with a wide range of expertise spanning more than 20 years including multiple startup experiences with successful exits, business management, marketing, data analytics, and software development. • Skilled in planning, constructing, and launching pioneering business application tools through a strong comprehension of assorted complex Augmented Reality (AR) and Virtual Reality (VR) technologies. • Adept in all components of product development, customer relationship management, operations analysis, and continuous process improvement. • Exceptionally analytical with a dedication to excellence at all organizational levels. • Talent for assessing and swiftly resolving complicated technical discrepancies. Core Technologies Software: Unity, Mixed Reality Toolkit, ARCore, AR Foundation, Vuforia, Photon PUN, AWS, Git, Blender, Adobe Creative Suite (PS, IL, IN), Microsoft Office (Word, Excel, PowerPoint), Google Suite Languages / C#, HTML, CSS, JavaScript, SQL, Methodologies: Search Engine Optimization (SEO), Search Engine Marketing (SEM) Experience Highlights Kairos XR, Remote Unity Developer Virtual Reality Software Engineer, 2021 – Present One of 4 developers on a remote-only team creating Virtual Reality training simulations in Unity. • A Virtual Reality training simulation for a major Middle-Eastern gas exploration company. My focus was on coding the training procedures for using -
The Application of Virtual Reality in Engineering Education
applied sciences Review The Application of Virtual Reality in Engineering Education Maged Soliman 1 , Apostolos Pesyridis 2,3, Damon Dalaymani-Zad 1,*, Mohammed Gronfula 2 and Miltiadis Kourmpetis 2 1 College of Engineering, Design and Physical Sciences, Brunel University London, London UB3 3PH, UK; [email protected] 2 College of Engineering, Alasala University, King Fahad Bin Abdulaziz Rd., Dammam 31483, Saudi Arabia; [email protected] (A.P.); [email protected] (M.G.); [email protected] (M.K.) 3 Metapower Limited, Northwood, London HA6 2NP, UK * Correspondence: [email protected] Abstract: The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design. -
Design Architecture in Virtual Reality
Design Architecture in Virtual Reality by Anisha Sankar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Architecture Waterloo, Ontario, Canada, 2019 © Anisha Sankar 2019 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. - iii - Abstract Architectural representation has newly been introduced to Virtual Real- ity (VR) technology, which provides architects with a medium to show- case unbuilt designs as immersive experiences. Designers can use specialized VR headsets and equipment to provide a client or member of their design team with the illusion of being within the digital space they are presented on screen. This mode of representation is unprec- edented to the architectural field, as VR is able to create the sensation of being encompassed in an environment at full scale, potentially elic- iting a visceral response from users, similar to the response physical architecture produces. While this premise makes the technology highly applicable towards the architectural practice, it might not be the most practical medium to communicate design intent. Since VR’s conception, the primary software to facilitate VR content creation has been geared towards programmers rather than architects. The practicality of inte- grating virtual reality within a traditional architectural design workflow is often overlooked in the discussion surrounding the use of VR to rep- resent design projects. This thesis aims to investigate the practicality of VR as part of a de- sign methodology, through the assessment of efficacy and efficiency, while studying the integration of VR into the architectural workflow. -
Learn More: Windows Mixed Reality Platform + Steamvr
NOT FOR USE IN INDIA FAQ HP REVERB VR HEADSET PROFESSIONAL EDITION, STEAMVR & WINDOWS MIXED REALITY 2 1.0 STEAMVR 3 2.0 HP REVERB VR HEADSET PRO EDITION 6 3.0 WINDOWS MIXED REALITY 7 LEARN MORE: WINDOWS MIXED 4.0 GENERAL VR REALITY PLATFORM + STEAMVR Frequently asked questions about HP’s professional head-mounted display (HMD) - built on the Windows Mixed Reality (WMR) platform - and integration with SteamVR. The HP Reverb Virtual Reality Headset - Professional Edition offers stunning immersive computing with significant ease of setup and use in a cost effective solution. This solution is well suited for Engineering Product Dev and design reviews, AEC (Architecture, Engineering & Construction) reviews, location-based entertainment, and MRO (Maintenance, Repair and Overhaul) training use environments. HIGHLIGHT: Take advantage of the complete Windows 10 Mixed Reality and SteamVR ecosystems. The HP Reverb VR Headset Pro HP Reverb Virtual Reality Headset - Professional Edition is not recommended for children under the age of Edition is built on the Windows IMPORTANT NOTE: 13. All users should read the HP Reverb Virtual Reality Headset - Professional Edition User Guide to reduce the risk of personal Mixed Reality platform. injury, discomfort, property damage, and other potential hazards and for important information related to your health and Integration with SteamVR safety when using the headset. Windows Mixed Reality requires Windows 10 October 2018 Update installed on the workstation requires the Windows Mixed or PC. Features may require software or other 3rd-party applications to provide the described functionality. To minimize the Reality bridge app. possibility of experiencing discomfort using a VR application, ensure that the PC system is equipped with the appropriate graphics and CPU for the VR application. -
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - a Comparative Study
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study Johanna Pirker1, Isabel Lesjak1, Mathias Parger1, and Christian G¨utl1;2 1 Graz University of Technology, Austria [email protected], [email protected], [email protected], [email protected] 2 Curtin University, Western Australia [email protected] Abstract. Despite year-long efforts in education, studying and under- standing physical phenomena still proves to be a challenge to both learn- ers and educators. However, with the current rise of Virtual Reality expe- riences, interactive immersive simulations in 3D are becoming a promis- ing tool with great potential to enhance and support traditional class- room setups and experiences in an engaging and immersive way. The paper describes the evaluation of the physics laboratory Maroon pre- sented on two distinct VR setups: first, a mobile and cost-efficient but simpler VR experience with the Samsung GEAR and second, a more interactive room scale experience with the HTC VIVE. First results of both preliminary empirical studies indicate that the VIVE environment increases user interactivity and engagement whereas the GEAR setup benefits from portability and better flexibility. In this paper we discuss device-specific design aspects and provide a comparison focusing on as- pects such as immersion, engagement, presence and motivation. Keywords: virtual reality, immersion, physics education 1 Introduction The improvement of science education is still a topic under frequent discussion in the world today. In physics education in particular in, the situation is two- fold: many teachers are challenged in teaching concepts to an increasing number of students, who in turn often face issues themselves in trying to understand the concepts taught while linking theoretical formulas to natural phenomena. -
Guidelines on Successfully Porting Non-Immersive Games to Virtual
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft John Porter III Matthew Boyer Andrew Robb Clemson University Clemson University Clemson University Clemson, SC, USA Clemson, SC, USA Clemson, SC, USA [email protected] [email protected] [email protected] ABSTRACT top 10 best seller list on the Steam marketplace after it was Virtual reality games have grown rapidly in popularity since released for pre-ordering. the first consumer VR head-mounted displays were released When porting a game to VR, one of the major challenges faced in 2016, however comparatively little research has explored by developers is adapting the controls of the non-immersive how this new medium impacts the experience of players. In game to work in the new immersive context. Several options this paper, we present a study exploring how user experience are open to developers. At the most basic level, developers can changes when playing Minecraft on the desktop and in im- change nothing and continue to allow users to play the game mersive virtual reality. Fourteen players completed six 45 using a keyboard or a gamepad. This method relies purely on minute sessions, three played on the desktop and three in VR. indirect input, as no aspect of the player’s bodily motion is The Gaming Experience Questionnaire, the i-Group presence used to interact with the game (expect for head motion). At the questionnaire, and the Simulator Sickness Questionnaire were most advanced level, developers can completely recreate the administered after each session, and players were interviewed controls to take full advantage of the motion controls afforded at the end of the experiment. -
Designing a Shared VR Experience for Remotely Located Users
Your Place and Mine: Designing a Shared VR Experience for Remotely Located Users Misha Sra Aske Mottelson Pattie Maes MIT Media Lab University of Copenhagen MIT Media Lab Cambridge, MA USA Copenhagen, Denmark Cambridge, MA USA [email protected] [email protected] [email protected] ABSTRACT Virtual reality can help realize mediated social experiences where distance disappears and we interact as richly with those around the world as we do with those in the same room. The design of social virtual experiences presents a challenge for remotely located users with room-scale setups like those af- forded by recent commodity virtual reality devices. Since users inhabit different physical spaces that may not be the same size, a mapping to a shared virtual space is needed for creating experiences that allow everyone to use real walking for locomotion. We designed three mapping techniques that enable users from diverse room-scale setups to interact to- gether in virtual reality. Results from our user study (N = 26) show that our mapping techniques positively influence the per- ceived degree of togetherness and copresence while the size Figure 1: Participant 1 (top, male) in their physical and virtual space re- of each user’s tracked space influences individual presence. spectively, waving at participant 2 (bottom, female) in a different phys- ical space, who waves back. To support shared virtual spaces for ge- ACM Classification Keywords ographically distributed participants in room-scale setups of different H.5.1. Information Interfaces and Presentation (e.g. HCI): sizes, we created three physical-to-virtual space mapping techniques. -
Immersive Virtual Reality Attacks and the Human Joystick Peter Casey University of New Haven
University of New Haven Masthead Logo Digital Commons @ New Haven Electrical & Computer Engineering and Computer Electrical & Computer Engineering and Computer Science Faculty Publications Science 3-27-2019 Immersive Virtual Reality Attacks and the Human Joystick Peter Casey University of New Haven Ibrahim Baggili University of New Haven, [email protected] Ananya Yarramreddy University of New Haven Follow this and additional works at: https://digitalcommons.newhaven.edu/ electricalcomputerengineering-facpubs Part of the Computer Engineering Commons, Electrical and Computer Engineering Commons, Forensic Science and Technology Commons, and the Information Security Commons Publisher Citation Casey, P., Baggili, I., & Yarramreddy, A. (2019). Immersive Virtual Reality Attacks and the Human Joystick. IEEE Transactions on Dependable and Secure Computing. doi:10.1109/TDSC.2019.2907942 Comments This material is based upon work supported by the National Science Foundation under Grant No. 1748950. © © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. The ev rsion of record may be found at http://dx.doi.org/10.1109/ TDSC.2019.2907942. Dr. Baggili was appointed to the University of New Haven's Elder Family Endowed Chair in 2015. 1 Immersive Virtual Reality Attacks and the Human Joystick Peter Casey, Ibrahim Baggili, and Ananya Yarramreddy Abstract—This is one of the first accounts for the security analysis of consumer immersive Virtual Reality (VR) systems. -
Security and Privacy Approaches in Mixed Reality:A Literature Survey
0 Security and Privacy Approaches in Mixed Reality: A Literature Survey JAYBIE A. DE GUZMAN, University of New South Wales and Data 61, CSIRO KANCHANA THILAKARATHNA, University of Sydney and Data 61, CSIRO ARUNA SENEVIRATNE, University of New South Wales and Data 61, CSIRO Mixed reality (MR) technology development is now gaining momentum due to advances in computer vision, sensor fusion, and realistic display technologies. With most of the research and development focused on delivering the promise of MR, there is only barely a few working on the privacy and security implications of this technology. is survey paper aims to put in to light these risks, and to look into the latest security and privacy work on MR. Specically, we list and review the dierent protection approaches that have been proposed to ensure user and data security and privacy in MR. We extend the scope to include work on related technologies such as augmented reality (AR), virtual reality (VR), and human-computer interaction (HCI) as crucial components, if not the origins, of MR, as well as numerous related work from the larger area of mobile devices, wearables, and Internet-of-ings (IoT). We highlight the lack of investigation, implementation, and evaluation of data protection approaches in MR. Further challenges and directions on MR security and privacy are also discussed. CCS Concepts: •Human-centered computing ! Mixed / augmented reality; •Security and privacy ! Privacy protections; Usability in security and privacy; •General and reference ! Surveys and overviews; Additional Key Words and Phrases: Mixed Reality, Augmented Reality, Privacy, Security 1 INTRODUCTION Mixed reality (MR) was used to pertain to the various devices – specically, displays – that encompass the reality-virtuality continuum as seen in Figure1(Milgram et al . -
Comparing the Accuracy and Precision of Steamvr Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup
Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup Valentin Holzwarth∗ Joy Gisler∗ [email protected] ETH Zurich University of Liechtenstein Switzerland Liechtenstein Christian Hirt Andreas Kunz ETH Zurich ETH Zurich Switzerland Switzerland ABSTRACT KEYWORDS Real walking is the most intuitive navigation means to explore large Tracking system, Inside-out tracking, Motion capture, Head-mounted virtual environments. For such a free walking Virtual Reality (VR) display experience, large tracking spaces are required as well as dedicated motion tracking systems covering them. In the past, the coverage ACM Reference Format: of large tracking spaces could only be achieved by professional- Valentin Holzwarth, Joy Gisler, Christian Hirt, and Andreas Kunz. 2021. grade motion tracking systems. Recently, low-cost, consumer-grade Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup. In 2021 the 5th International Conference motion tracking systems, such as SteamVR Tracking and Oculus on Virtual and Augmented Reality Simulations (ICVARS 2021), March 20– Insight, have arisen, which also allow for room scale setups. How- 22, 2021, Melbourne, VIC, Australia. ACM, New York, NY, USA, 5 pages. ever, the capability, limitation, and reliability of consumer-grade https://doi.org/10.1145/3463914.3463921 VR motion tracking systems is not fully understood yet. In this paper, we aim to fill the gap by comparing SteamVR Tracking and Oculus Insight in a 5m × 5m room scale setup, using state of the art 1 INTRODUCTION hardware (i.e. the Oculus Quest 2, SteamVR base stations 2.0 and The naturalistic exploration of Virtual Environments through real High Tech Computer Corporation (HTC) Vive Trackers Version walking requires large tracking spaces, wherein users can freely 2018). -
Self Representation and Interaction in Immersive Virtual Reality
Self Representation and Interaction in Immersive Virtual Reality Eros Viola a, Fabio Solari b and Manuela Chessa c Dept. of Informatics, Bioengineering, Robotics, and Systems Engineering, University of Genoa, Italy Keywords: Virtual Reality, Self Representation, Intel Realsense D435, Interaction, Leap Motion, Manus Prime Haptic Gloves, Alignment, Rigid Transformation, Live Correction. Abstract: Inserting a self-representation in Virtual Reality is an open problem with several implications for both the sense of presence and interaction in virtual environments. To cope the problem with low cost devices, we de- vise a framework to align the measurements of different acquisition devices used while wearing a tracked VR head-mounted display (HMD). Specifically, we use the skeletal tracking features of an RGB-D sensor (Intel Realsense d435) to build the user’s avatar, and compare different interaction technologies: a Leap Motion, the Manus Prime haptic gloves, and the Oculus Controllers. The effectiveness of the proposed systems is assessed through an experimental session, where an assembly task is proposed with the three different interaction medi- ums, with and without the self-representation. Users reported their feeling by answering the User Experience and Igroup Presence Questionnaires, and we analyze the total time to completion and the error rate. 1 INTRODUCTION The focus is to develop a framework that is compat- ible with the most common head-mounted displays In current Virtual Reality (VR) applications, the vi- (HMDs), and that can also be extended to other track- sual feedback of the user’s body is often missing, de- ing devices, both for the body tracking and for the spite the abundance of enabling technologies, which hands and fingers tracking. -
Subject Index
863 Subject Index ‘Note: Page numbers followed by “f” indicate figures, “t” indicate tables and “b” indicate boxes.’ A Affordances, 112–114 A/D conversion. See Analog to Digital conversion in virtual reality, 114–117 (A/D conversion) false affordances, 116 AAAD. See Action at a distance (AAAD) reinforcing perceived affordances, 116–117 AAR. See After-action review (AAR) After-action review (AAR), 545f, 630, 630f, 634–635, 645, Absolute input, 198–200 761 Abstract haptic representations, 439 Affordances of VR, 114–117 Abstract synthesis, 495 Agency, 162, 164, 181 Abstraction triangle, 448 Agents, 552–553, 592–593, 614, 684–685 Accelerometers, 198–199, 218 AIFF. See Audio interchange file format (AIFF) Accommodation, 140–141, 273–275, 320, 570, 804 Airfoils, 13 Action at a distance (AAAD), 557–558 AIs. See Artificial intelligences (AIs) Activation mechanism, 554–556, 583 Aladdin’s Magic Carpet Ride VR experience, 185–186, 347, Active haptic displays, 516 347f, 470, 505, 625, 735, 770–771 Active input, 193–196 Alberti, Leon Battista, 28 Active surfaces, 808 Alice system for programming education, Adaptability, 122–123 758–759 Adaptive rectangular decomposition (ARD), 502 AlloSphere, 51–52, 51f, 280 Additive sound creation techniques, 499 Allstate Impaired Driver Simulator, 625, 629f Advanced Realtime Tracking (ART), 53–54, 213f Alpha delta fiber (Aδ fiber), 149 Advanced Robotics Research Lab (ARRL), 369 Alphanumeric value selection, 591–593 Advanced systems, 11–12 Ambient sounds, 436–437, 505 Advanced texture mapping techniques, 469–473 Ambiotherm device, 372, 373f Adventure (games), 12 Ambisonics, 354 Adverse effect, 351 Ambulatory platforms, 242–243 Aestheticism, 414 American Sign Language (ASL), 552–553 Affine transformations, 486–487 Amount/type of information, 196–198 864 | SUBJECT INDEX Amplification, 349–350 ARToolKit (ARTK), 48–49, 715–716 Amplifier, 349–350, 349f Ascension Technologies, 41–44, 44f, 46–47, 86–87 Anaglyphic 3D, 270f, 7f, 30, 49, 269–270, 271f ASL.