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Hand interaction in virtual environments Jakob Johansson

Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments

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Hand interaction in virtual environments

Jakob Johansson

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Surgeon Simulator by Bossa Studios

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Toybox Demo by Oculus

Spaceship repair

Spaceship Repair

Giant Cop by Other Ocean

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ADR1FT by Three One Zero

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Job Simulator by Owlchemy Labs

The cortical homunculusPrimary motor cortex

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25Mixamo

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Performance

speed, strength, repeatability, accuracy, etc.)Flexibility (quantity of tasks)

What Hand do you need for your Application?

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Performance

simple, user-friendly, dev-friendly, responsive, etc.

What Input do you need for your Application?Flexibility (quantity of tasks)

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Some things we learned

Choose controller based on the use case

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Daydream

HTC VivePerception Neuron

Manus Machina

Oculus Touch

GloveOne

Dexmo Glove

Kinect One

Sony PS4 Camera

Nimble VR

Intel Realsense

LeapMotion

Sony Move

STEM

T-Glove

Motion ControllersGloves3D sensors

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Feedback

Finger Tracking

Motion ControllersGloves3D sensorsConvenient

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Some things we learned

Choose controller based on the use caseAvoid the uncanny valley

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R2-D2

C-3PO

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R2-D2

C-3PO

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Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)

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Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistent

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Representation

Gloves / human handsRobot handsTransparent handsCartoon handsTools & controllers

Interaction

Highly naturalSomewhat naturalObject penetrationInvisibleStaticComplex

Abstract

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Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for now

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Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the scene

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Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the object

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The Gallery by Cloudhead Games

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Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the objectPick the most natural grasps

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M. R. Cutkosky (1989). On grasp choice, grasp models, and the design of hands for manufacturing tasks

Grasp Taxonomies

Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the objectPick the most natural graspsUse feedback

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VirtualGrasp

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Thank [email protected]: @Jakob_Gleechi