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David J. ZielinskiResearch and Development Engineer for the DiVE
DiVE Virtual Reality LabDuke ITAC Meeting
2/22/2018
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Dr. Regis KopperAssistant Research Professor of MEMS, and Computer ScienceDirector of the DiVE
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Media Hype (1992,1999)
History of VR
Ivan Sutherlandfirst HMD (1968)
https://en.wikipedia.org/wiki/Hype_cycle
Now?
Trough of Disillusionment2000s
Oculus acquired by Facebook for $2B (2014)
DiVE Lab Facilities
Duke immersive Virtual EnvironmentEstablished 2005, Upgraded 2015
OculusCV-1
HTCVIVE
MicrosoftHololens
Zspace
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Consumer VR Devices
VR Display Device Trade-offs?
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CAVE-type systems (Duke DiVE)See own body (presence, motor tasks)See others (collaboration) Reduced sickness
Consumer VR Devices (HTC Vive, Oculus)Consumer ProductTranslational (expand outside the lab)Affordable
A few recent DiVE projects
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7EmmanuelShiferaw
Dig@IT: Virtual Reality in ArchaeologyBass Connections. Oculus HMD. (2016)
DiVE version (2017)
Virtual Archeology: Çatalhöyük
Prof. MaurizioForte
Prof. RegisKopper
Nicola Lercari
Art History: Santa Chiara VR
LucasGiles
8Add in lost choir screen (Spring 2017)Prof. CarolineBruzelius
Elisa Castagna
Andrea Basso
David Zielinski
Blood Flow Through Arteries (Spring 2017)
BME 307: Transport Phenomena in Biological Systems
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Prof. Amanda Randles
Molecules in the DiVE (Fall 2017)
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NEUROBIO 719: Concepts in Neuroscience I
Prof Jorg GrandlDavid Zielinski
● Hard to do tangible interfaces in world-fixed systems (visible to user).
● Clear acrylic box● User can touch the box ● Can't reach contents● User study showed
○ users faster○ less rotations ○ less presence
Interaction Technique: Specimen Box (2017)
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Inspiration: Historical “Specimen Jars”Late 1700s.
Published as: "Specimen box: A tangible interaction technique for world-fixed virtual reality displays". David J. Zielinski, Derek Nankivil, Regis Kopper. In 2017 IEEE Symposium on 3D User Interfaces (3DUI).
Patented as: PCT/US2017/053803.
David Zielinski
Derk Nankivil
Regis Kopper
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Now with EEG! (P3+P4 electrodes show decrease over training)
Marksmanship in VR
Time spent training shows changes in time spent in ballistic vs refinement phases
Rao, H.M., Khanna, R., Zielinski, D.J., Lu, Y., Clements, J.M., Potter, N.D.D., Sommer, M.A., Kopper, R. and Appelbaum, L.G., 2018. Sensorimotor learning during a marksmanship task in immersive virtual reality. Frontiers in Psychology, 9, p.58.
Clements, J. M., Kopper, R., Zielinski, D. J., Rao, H., Sommer, M. A., Kirsch, E., Mainsah, B. O., Collins, L. M., and Appelbaum, L. G. Neurophysiology of visual-motor learning during a simulated marksmanship task in immersive virtual reality. In Proceedings of the 25th IEEE Conference on Virtual Reality and 3D User Interfaces, March 18-22, 2018, Reutlingen, Germany.
A few recent HMD projects
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Motion Sickness Reduction Via Rest Frames
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● Motion Sickness is a side effect of VR● Rest Frames are stable scene references,
which may reduce symptoms
Jason JeraldZekun Cao Regis Kopper
Z. Cao, J. Jerald, and R. Kopper. Visually-induced motion sickness reduction via static and dynamic rest frames. In Proceedings of the 2018 Conference on Virtual Reality and 3D User Interfaces, 2018.
User study found that rest frame helped reduce MS, and caused less sickness on follow-up experiences without rest frame
PanoVR: 360 Video. Multiple Users.
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Visualize View Frustums of Other Users Annotation Call to Attention
Regis Kopper
Alex Blumenstock
MitchellBerger
Isaac Andersen
RayanTofique
Initially funded by DDI; won IgniteNC reverse pitch competition, allowing continued funding through 2018
Working on establishing 10G Link from Duke to Sao Paulo: Streaming 360 video.
Eye Tracking + SQUAD
Ray-casting. Common VR selection technique. Bad performance in cluttered/dense environment.
SQUAD. Sphere-casting refined by QUAD menu selection technique (Regis Kopper et al. 2011). 2D Select from among 4 screen areas. Each refinement step has less objects in it.
EyeSQUAD. Eye-controlled sphere-casting refined by QUAD-menu (EyeSQUAD) selection technique. FOVE headset.
Yunhan Wang
Prof. Regis Kopper
Augmented/Mixed Reality: EVD Placement Training
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Microsoft Hololens
Patented as: PCT/US18/17381
DavidZielinski
RegisKopper
AndrewCutler
NandanLad
PatrickCodd
ShervinRahimpour
ClassesME 555.05: Virtual Reality Systems Research and Design (Spring 2017, Spring 2018)ISS 320S: Introduction to Programming and User Interface Design in Unity 3D
ISS 320S Final Projects Fall 2016https://youtu.be/S6MFgpLoT4Y 18
ISS320 Final Project Fall 2017https://youtu.be/IyXZ0jfFvE4
Discussion points
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Sickness is the biggest challenge for VR- Limits immersion time and enjoyment of experience- Potential software solutions?- Potential hardware solutions?
Display trade-offs: HMDs vs. CAVEs (like the DiVE)- HMDs are getting widely adopted, but still issues remain: encumbrance, hygiene, embodiment, safety- CAVEs are expensive and not highly available, but there are advantages: multiple users, less sickness, embodiment
What about accessibility?- VR is visually focused, are we leaving out the blind?- Requirement for physical interaction is an issue- Increase realism of other senses in VR (audio, haptics)- Work with experts to explore potential accommodations- Determine legal rules and precedents, to reduce litigation potential
Thank you!
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DiVE Open HousesThursday 5pm-6pm
David J. Zielinskidjzielin@duke.eduhttp://people.duke.edu/~djzielin/
Dr. Regis Kopperregis.kopper@duke.edu
http://virtualreality.duke.edu/
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