VRCollide!ComparingCollision-AvoidanceMethodsBetweenCo-locatedVirtualRealityUsersANTHONYSCAVARELL I
VirtualRealityVirtualReality(VR)isadigitalmediumthatfocusesonprovidinggreatimmersion andpresence.◦ Immersion:“adescriptionofthetechnologythat...deliversaninclusive,extensive,surrounding,andvividillusionofreality”[1][9]
◦ Presence:“astateofconsciousness”[1][9]
◦ Head-MountedDisplays(HMDs)focusonprovidingthisexperiencethroughaheadsetthatcompletelycoversonesvisionandhearing.MostcosteffectiveversionofVR.
Multi-UserVirtualRealityExperiencesthatinvolvemultiplesimultaneous(concurrent)users
Oftenrelyuponlocal/remotenetworking[2][7]
Powerfulapplicationsineducation[7],virtualheritage[6],and3Dcontentcreation[10].
RecRoom PoolNationVR TiltBrush
TheProblemWhataboutmulti-userexperiencesthatinvolveco-locatedusers– sharingthesamevirtualandrealspace?
whyisco-locationimportant?◦ Physicalproximityhelpsencourageresearchandcreativity[4]◦ WhathappenswhenVRbecomespopularenoughthatmultiplepeopleinonehouseholdwanttouseVRsimultaneously?EithersharingVirtualEnvironmentsorwithinunrelatedVE’s.
PriorWorkRedirectedWalking(asubtleformofmotioncompression)[4]
Avatars◦ Streuber,S.,&Chatziastros :Multi-UserVirtualReality[9]◦ TiltBrush,RecRoom,PoolNationVRetc.
PriorWorkcont.EnvironmentalCollisions◦ Thoughnotaboutavoidinguserswecanlooktohowotheravoidcollisionswithenvironmentalboundaries.
◦ SteamVR’s “Chaperone”implementationisthemostfamousexample◦ ButHololens real-timeenvironmentalrecreationsinvirtualspacecouldalsobeuseful.
Chaperone(grid) Hololens 3Dscanning
Methodology– ThreeMethods
MovetoyellowcolumnBoundingBoxAvatar CameraOverlay
Methodology- Apparatus
MovetoyellowcolumnPhysical Environment Virtual Environment
ComputerResearcher
Participant
Potential Simulated User Positions
Participant
Vive HMD
Play Area 5m x 5m
4m Diameter
targets
activetarget
Methodology- Apparatus
Movetoyellowcolumn
PhysicalViewVirtualView MobileControlApp
Methodology- IntroductionTest3differentmethodsofcollisionavoidance(simulatingan“other”user)inthehumanusers’VE.3Methods
1. Avatar - primitivehumanshape2. BoundingBox - Distancedependentvisibleboundinggrid3. CameraOverlay - ”AR”usingfrontcamera
DataCollected◦ Movementtime- Trialendtime– trialstarttime◦ In-appsurveydata- completedaftereverytrial.◦ Numberofcollisions- betweenuserand”simulateduser”◦ PreandPostexperimentsurveys- (effectiveness,pleasantness,safeness,suitability,open-endedquestion).◦ AnxietyLevels- bytrackinghowhardtheanalogtriggerontheVivecontrollerwaspressed(unsuccessful).
Methodology- DesignOverview◦ Awithin-subjectsdesign◦ 1IV,3levels◦ 3DVs
Numbers◦ 12Participants(4female,8male)betweentheagesof18and35◦ Priorexperiencenotnecessary(thoughallhadnonetolittleexperienceinVR).
Technology◦ 1ViveVRHMDandWin10PC(4-coreXeon,16GBRAM,GTX970)◦ Unitydeveloped(efficiencyofdevelopmentandValvesupportedVRplug-ins)
Methodology- Design◦ 18trialsofeachmethodperparticipant.Randombutconsistentorderforeachparticipant.◦ Eachof6participantsfollowsadifferentorderofmethodtestingviaabalancedLatinsquare.◦ 18*3=54trialsperparticipant◦ 54*12=648experimentaltrialstotal
Hypothesis
AftertheCameraOverlay controlmethodwefeelthattheAvatarmethodwillbethemostpreferred,providefastermovementthroughaspacewhileavoidingtheleastnumberofcollisionswithotherusers.
Results– MovementTimeSignificantdifferencesbetweenallmethodsusingANOVAandTukeyHSDpost-hoctesting
Results– NumberofCollisionsSignificantdifferencesbetweenallmethodsusingANOVAandTukeyHSDpost-hoctesting.
NosignificancedetectedbetweenAvatar andCameraOverlay though.
Results– In-AppSurveyResponses
Post-Trialcomfortlevelswerecomparedwiththenon-parametricFriedmantest;andtheywerefoundtobenon-significant.
Results– Post-ExperimentSurveyPost-ExperimentsurveyresponseswerefoundtobesignificantusingaFriedmantest.Furtherpost-hocanalysisshowsnorealdifferentbetweenCameraOverlay andAvatarbutsignificantdifferencesbetweeneachofthoseandtheBoundingBoxmethod.
Discussiono Overviewo BoundingBox thesafestwithlesscollisionso CameraOverlay allowedforthequickestmovementacrossthespaceo BothCameraOverlay andAvatarwerejudgedtobecomfortabletonavigate
oWith6participantstherewasnotenoughdatatoquantitativelyanalyzepost-surveydatabutsomeinterestingnoteso The“surprise”elementoftheBoundingBox deemedunpleasantbymostparticipantso MostwerecomfortablewithCameraOverlayMethod.Comfortincreasedwhenseeingphysicalenvironment.o BoundingBoxmovementtimesweresignificantlylongerasparticipantswereverycautiousafterbeing“surprised”o Avatarwaspersonifiedbysomeparticipants.Wasdescribedas“cute”and“annoying”.o MostuserswereveryawareofHMDwiresbutstillfoundituncomfortabletohavetoavoid.CameraOverlay wasdeemedusefulto
seethesewires.o TheBoundingBox ismuchclearerindefiningpersonalspaceboundaries.
ConclusionPreventingusercollisionsinvirtualspaceisinteresting!
ForuserswithinthesameVEanAvatarbasedmethodshouldbebetterrecognizableasanotheruserwithinthespacebutless“safe”asusershaveahardertimejudgingpersonalspaceboundariesinVR.
ForusersindifferentVEsanalwaysvisibleAvatar basedmethodmaybreakimmersion/presence.
PerhapsthereisroomforahybridmethodthatcombinestheBoundingBox andAvatar(perhapsthemed)?
FutureWorkExplorehybridmethods(Avatar/BoundingBox)
Increasenumberofparticipants
ExploreBoundingBox visibilitythresholdsthatcouldincreaseusercomfortwhilekeepingpresencehigh.
Usemultiplehumanparticipantstoallowformorenaturalmovementwithinthespace.
ExploremultiplesimultaneousVEsforco-locatedVRusers.
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10. http://www.theverge.com/2016/9/30/13122502/tilt- brush-getting-multiplayer-mode-google-virtual-reality