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Combining Passive Haptics with Redirected Walking

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Avatar redirection. Solutions. Passive haptics. Active haptics. Avatar redirection. Problem 2. Size of virtual world limited by size of physical tracker space ... – PowerPoint PPT presentation

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Title: Combining Passive Haptics with Redirected Walking


1
Combining Passive Haptics with Redirected Walking
  • Luv Kohli
  • Final Project
  • COMP239 Virtual Worlds
  • May 25, 2005

2
Problem 1
  • Notable lack of touch feedback (haptics) in VR
  • Interaction without haptics is difficult

3
Solutions
  • Passive haptics
  • Active haptics
  • Avatar redirection

4
Solutions
  • Passive haptics
  • Active haptics
  • Avatar redirection

5
Problem 2
  • Size of virtual world limited by size of physical
    tracker space

6
Solutions
  • Flying
  • Treadmills
  • Virtual walkways/escalators
  • Redirected walking
  • Lots of others

7
Solutions
  • Flying
  • Treadmills
  • Virtual walkways/escalators
  • Redirected walking
  • Lots of others

8
Redirected Walking Passive Haptics
  • The idea of using passive haptics with redirected
    walking seemingly goes out the window

Real
Virtual
Physical prop
9
with our powers combined
  • With careful environment design, is it possible
    to incorporate passive haptics into a virtual
    environment that uses redirected walking?

10
Some thoughts
  • Redirected walking not possible if within arms
    reach of physical prop

Region whereuser is withinarms reachof prop
Physical prop
11
More thoughts
  • Much less area available for redirecting the user
  • Virtual objects must align with physical objects
    by the time the user reaches them

12
Environments to Ponder
Real
Virtual
13
Environments to Ponder
Real
Virtual
14
Environments to Ponder
Real
Virtual
Ideal rotation point
15
Simplifying assumption
  • Physical prop is rotationally symmetric
  • Allows user to approach from any direction

16
Distance issue still remains
17
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

18
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)

19
Redirection
  • When user is at point of rotation, force them to
    turn by using a distractor (as in Dorian Millers
    COMP239 project in Fall 2002)
  • Repeat as necessary
  • (show Matlab)

20
Thieves!
  • Evil flying robots have stolen several precious
    gems

21
Well
  • Okay, so theyre actually spheres.

22
Your goal
  • Vanquish the evil flaming spheres and collect the
    gems for safekeeping

23
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

24
Hitting the spheres
  • When your hand/raygun intersects a sphere, the
    spheres force field is weakened

25
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

26
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)

27
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

28
Future work
  • Make the system more robust
  • Do some redirection while user is walking
  • Explore using a small amount of translation to
    correct error

29
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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