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Let Your World Open - Augmented Human 2019 #AH2019 (Oral presentation by Ippei Suzuki)

Let Your World Open - Augmented Human 2019 #AH2019 (Oral presentation by Ippei Suzuki)

Published on Mar 12, 2019

This slide was presented in Session "Seeing in different light" at the 10th Augmented Human International Conference (AH2019).
https://www.augmented-human.com

【Publication】
Akira Ishii, Masaya Tsuruta, Ippei Suzuki, Shuta Nakamae, Junichi Suzuki, and Yoichi Ochiai. 2019. Let Your World Open: CAVE-based Visualization Methods of Public Virtual Reality towards a Shareable VR Experience. In Proceedings of the 10th Augmented Human International Conference 2019 (AH2019). ACM, New York, NY, USA, Article 33, 8 pages. DOI: https://doi.org/10.1145/3311823.3311860
1ST BEST PAPER AWARD

【Project page】
https://digitalnature.slis.tsukuba.ac.jp/2017/05/reversecave/

【Project movie】
https://www.youtube.com/watch?v=5BYORmQR6U8

【Presenter】
3rd author: Ippei Suzuki (鈴木 一平)
University of Tsukuba, School of Informatics
College of Media Arts, Science and Technology
Digital Nature Group (Yoichi Ochiai)
https://1heisuzuki.com

【Abstract】
Virtual reality (VR) games are currently becoming part of the public-space entertainment (e.g., VR amusement parks). Therefore, VR games should be attractive for players, as well as for bystanders. Current VR systems are still mostly focused on enhancing the experience of the head-mounted display (HMD) users; thus, bystanders without an HMD cannot enjoy the experience together with the HMD users. We propose the "ReverseCAVE": a proof-of-concept prototype for public VR visualization using CAVE-based projection with translucent screens for bystanders toward a shareable VR experience. The screens surround the HMD user and the VR environment is projected onto the screens. This enables the bystanders to see the HMD user and the VR environment simultaneously. We designed and implemented the ReverseCAVE, and evaluated it in terms of the degree of attention, attractiveness, enjoyment, and shareability, assuming that it is used in a public space. Thus, we can make the VR world more accessible and enhance the public VR experience of the bystanders via the ReverseCAVE.

1. 1Copyright 2019 ReverseCAVE Team. Let Your World Open CAVE-based Visualization Methods of Public Virtual Reality towards a Shareable VR Experience Akira Ishii, Masaya Tsuruta, Ippei Suzuki, Shuta Nakamae, Junichi Suzuki, Yoichi Ochiai
2. 2Copyright 2019 ReverseCAVE Team.
3. 3Copyright 2019 ReverseCAVE Team. Background & Introduction
4. 4Copyright 2019 ReverseCAVE Team. Current Awkward VR Scenes… VR player with an HMD is a closed world within VR Users AUGMENTED HUMAN 2019 Only player enjoys VR contents
5. Image cited from https://www.toritemi.com/vrzone https://www.toritemi.com/wp-content/uploads/2017/09/IMG_9124.jpg 5Copyright 2019 ReverseCAVE Team. Current Awkward VR Scenes… VR player with an HMD is a closed world within VR Users AUGMENTED HUMAN 2019 Long Long waiting time
6. Observers can also enjoy the attraction 6Copyright 2019 ReverseCAVE Team. Background Traditional entertainments entertain not only experiencing people but also bystanders AUGMENTED HUMAN 2019
7. 7Copyright 2019 ReverseCAVE Team. Our Goal Towards Shareable VR Experience AUGMENTED HUMAN 2019 Incomprehensible Understandable
8. 8Copyright 2019 ReverseCAVE Team. Incomprehensible Understandable ReverseCAVE (Ours)
9. 9Copyright 2019 ReverseCAVE Team. Implementation
10. 10Copyright 2019 ReverseCAVE Team. Implementation Setup overview AUGMENTED HUMAN 2019 Projectors Cubic Screen (Tracker for HMD)
11. 11Copyright 2019 ReverseCAVE Team. Implementation Equipment detail AUGMENTED HUMAN 2019 Screen Projector Mosquito Net (translucent) Optoma EH320UST 1920 x 1080 px 4,000 lm
12. 12Copyright 2019 ReverseCAVE Team. Implementation Virtual cameras in VR environment AUGMENTED HUMAN 2019
13. 13Copyright 2019 ReverseCAVE Team. Implementation Virtual cameras in VR environment AUGMENTED HUMAN 2019
14. 14Copyright 2019 ReverseCAVE Team. Implementation Virtual cameras in VR environment AUGMENTED HUMAN 2019 4 virtual cameras on player’s head Player Front Back RightLeft
15. 15Copyright 2019 ReverseCAVE Team. Implementation Rendered result AUGMENTED HUMAN 2019 HMDReverseCAVE
16. 16Copyright 2019 ReverseCAVE Team. User Study 1 Degree of attention, attractiveness, enjoyment, and shareability
17. 17Copyright 2019 ReverseCAVE Team. User Study 1 Degree of attention, attractiveness, enjoyment, and shareability AUGMENTED HUMAN 2019 Purpose To evaluate the degree of attention, attractiveness, enjoyment, and shareability by comparing with previous methods Participants 10 participants | 21-26 years old
18. 18Copyright 2019 ReverseCAVE Team. User Study 1 Degree of attention, attractiveness, enjoyment, and shareability AUGMENTED HUMAN 2019 Conditions Procedure Simulated video game expo ReverseCAVE (Ours)First-person view (FPV) Chroma key 1. As visitors of a video game expo, walk around and observe the VR player who playing zombie VR game at each exhibition booth. 2. Evaluate and complete the questionnaires each visualization method.
19. 19Copyright 2019 ReverseCAVE Team. AUGMENTED HUMAN 2019 Degree of attention Q1. If you imagine that you were at a video game exposition, do you think that you would stop in front of the booth and observe the content of the VR game? 2.60 Result 1-1 Degree of attention 3.20 4.20 M First-person view Chroma key ReverseCAVE Significant difference**p < 0.01 Strongly disagree Neutral Strongly agree 1 2 3 4 5 **
20. 20Copyright 2019 ReverseCAVE Team. AUGMENTED HUMAN 2019 Attractiveness 3.00 Result 1-2 Attractiveness 3.40 4.40 M *p < 0.05 3.20 3.90 4.30 Q3. Did you think that by using this visualization method, the contents of the VR game would be attractive (fun, interesting) to you? Q2. Did you feel that the situation of the demonstration of the VR game was attractive (fun, interesting)? Significant difference Strongly disagree Neutral Strongly agree 1 2 3 4 5 *p < 0.05 Significant difference * *
21. 21Copyright 2019 ReverseCAVE Team. AUGMENTED HUMAN 2019Result 1-3 Enjoyment Enjoyment 2.50 3.70 4.50 M 2.60 3.70 4.00 Q5. Did you think that by using this visualization method, the contents of the VR game will be enjoyable to you? Q4. Did you feel that the situation of the demonstration of the VR game was enjoyable? Strongly disagree Neutral Strongly agree 1 2 3 4 5 ** * **p < 0.01 Significant difference *p < 0.05 Significant difference
22. 22Copyright 2019 ReverseCAVE Team. AUGMENTED HUMAN 2019Result 1-4 Shareability Shareability 3.00 3.40 4.40 M 3.20 3.90 4.30 Q7. Did you want to share the contents of the VR game with others? Q6. Did you want to share the situation of the demonstration of the VR game with others (e.g., talk to friends, post on SNS)? Strongly disagree Neutral Strongly agree 1 2 3 4 5 p = 0.05 No significant difference ** **p < 0.01 Significant difference
23. 23Copyright 2019 ReverseCAVE Team. User Study 2 Shareability on SNSs
24. 24Copyright 2019 ReverseCAVE Team. Shareable…? Shareable…?
25. 25Copyright 2019 ReverseCAVE Team. User Study 2 Shareability on SNSs AUGMENTED HUMAN 2019 Purpose To explore shareability of each visualization method on SNSs by photo shooting workshop. Participants 12 participants | 18-24 years old *They did not participate in Study 1 Chroma Key ReverseCAVE
26. 26Copyright 2019 ReverseCAVE Team. User Study 2 Shareability on SNSs AUGMENTED HUMAN 2019 Conditions Simulated video game expo ReverseCAVE (Ours)Chroma key
27. 27Copyright 2019 ReverseCAVE Team. User Study 2 Shareability on SNSs AUGMENTED HUMAN 2019 Procedure 1. As visitors of a video game expo, participants walk around and observe the VR player who playing zombie VR game at each exhibition booth.
 2. Participants captured photographs of the situation in order to freely share them on SNSs as visitors at the video game expo.
28. 28Copyright 2019 ReverseCAVE Team.
29. 29Copyright 2019 ReverseCAVE Team.
30. 30Copyright 2019 ReverseCAVE Team. Result Sharing context AUGMENTED HUMAN 2019 Chroma key ReverseCAVE Focused on the VR player Not eager to shoot the content Focused both on the VR player and the content
31. Chroma key ReverseCAVE Included both the VR player and the TV display in the same frame, in front of the player. Taken from not only the front side but also the back side of the player. 31Copyright 2019 ReverseCAVE Team. Result Variety of Shots AUGMENTED HUMAN 2019 With ReverseCAVE, variety of the viewpoints of the photographs was wider.
32. 32Copyright 2019 ReverseCAVE Team. Discussion
33. 33Copyright 2019 ReverseCAVE Team. Discussion Positives AUGMENTED HUMAN 2019 Positive comments | Study 1 “I felt that it was difficult to completely understand the VR contents via the information from only the FPV or the Chroma key. On the other hand, I felt that the ReverseCAVE clearly informed me about both the player’s view and feelings, so this is better for understanding the situation.” “Usually, I feel strange in cases where the player wears an HMD, but I actually didn’t feel strange at all this time (w/ ReverseCAVE).” ReverseCAVE has an advantage in terms of sharing and visualization of the VR contents.
34. 34Copyright 2019 ReverseCAVE Team. Discussion Negatives AUGMENTED HUMAN 2019 Negative comments | Study 1 “I think that the topic of the visualization method (ReverseCAVE) might come up first in a conversation. The topic of the VR content is not as likely to come up in a conversation.” “The visualization method (ReverseCAVE) may catch a great deal of attention and people might be not interested in the VR content very much.” ReverseCAVE is sometimes more prominent and more appealing than the VR contents.
35. 35Copyright 2019 ReverseCAVE Team. Limitations Limited play area AUGMENTED HUMAN 2019 ReverseCAVE requires the player to be enclosed within the translucent screens, the movement of the player is limited. Contents that require narrower spaces, such as games in video game expositions or advertisement demonstrations, are suitable.
36. 36Copyright 2019 ReverseCAVE Team. Limitations Lighting condition AUGMENTED HUMAN 2019 ReverseCAVE requires a moderately dark environment in order for appropriate projection luminance to be maintained.
37. 37Copyright 2019 ReverseCAVE Team. Future Work AUGMENTED HUMAN 2019 We will explore the transparency and open (non-screen) area of the surrounding screen to study how these parameters effect the bystanders’ impression. e.g., three displays and one open side We will conduct further user studies at real public spaces in order to verify that the results of the present work. Open side *Composited image for illustration purposes Demonstration at SIGGRAPH Asia 2017 VR Village
38. 38Copyright 2019 ReverseCAVE Team. Related Work AUGMENTED HUMAN 2019 ShareVR [1] FaceDisplay [2] [1] Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, and Enrico Rukzio. 2017. ShareVR: Enabling Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users. In Proceedings of CHI ’17. pp. 4021–4033. [2] Jan Gugenheimer, Evgeny Stemasov, Harpreet Sareen, and Enrico Rukzio. 2018. FaceDisplay: Towards Asymmetric Multi-User Interaction for Nomadic Virtual Reality. In Proceedings of CHI ’18. Article 54, 13 pages. ReverseCAVE is non-participative approach. The interaction with bystanders is not so important in public VR context because they are not acquainted with one another in many cases at video game expositions. These work are participative approach.
39. 39Copyright 2019 ReverseCAVE Team. Let Your Wold Open CAVE-based Visualization Methods of Public Virtual Reality towards a Shareable VR Experience Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Junichi Suzuki Yoichi Ochiai Design of the ReverseCAVE system to address the problems of shareability in VR in public spaces. Implementation of a proof-of-concept of the ReverseCAVE to evaluate the feasibility of the design. Experimental evaluation of the performance of the ReverseCAVE in public spaces: ReverseCAVE were preferred in the context of sharing VR experiences in public spaces. ReverseCAVE motivated the participants to capture photographs with a wide variety of angles and viewpoints, and captured a higher number of photographs that included both the player and the contents.

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Digital Nature Group

March 12, 2019
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Transcript

  1. 1 Copyright 2019 ReverseCAVE Team. Let Your World Open CAVE-based

    Visualization Methods of Public Virtual Reality towards a Shareable VR Experience Akira Ishii, Masaya Tsuruta, Ippei Suzuki, Shuta Nakamae, Junichi Suzuki, Yoichi Ochiai
  2. 2 Copyright 2019 ReverseCAVE Team.

  3. 3 Copyright 2019 ReverseCAVE Team. Background & Introduction

  4. 4 Copyright 2019 ReverseCAVE Team. Current Awkward VR Scenes… VR

    player with an HMD is a closed world within VR Users AUGMENTED HUMAN 2019 Only player enjoys VR contents
  5. Image cited from https://www.toritemi.com/vrzone https://www.toritemi.com/wp-content/uploads/2017/09/IMG_9124.jpg 5 Copyright 2019 ReverseCAVE Team.

    Current Awkward VR Scenes… VR player with an HMD is a closed world within VR Users AUGMENTED HUMAN 2019 Long Long waiting time
  6. Observers can also enjoy the attraction 6 Copyright 2019 ReverseCAVE

    Team. Background Traditional entertainments entertain not only experiencing people but also bystanders AUGMENTED HUMAN 2019
  7. 7 Copyright 2019 ReverseCAVE Team. Our Goal Towards Shareable VR

    Experience AUGMENTED HUMAN 2019 Incomprehensible Understandable
  8. 8 Copyright 2019 ReverseCAVE Team. Incomprehensible Understandable ReverseCAVE (Ours)

  9. 9 Copyright 2019 ReverseCAVE Team. Implementation

  10. 10 Copyright 2019 ReverseCAVE Team. Implementation Setup overview AUGMENTED HUMAN

    2019 Projectors Cubic Screen (Tracker for HMD)
  11. 11 Copyright 2019 ReverseCAVE Team. Implementation Equipment detail AUGMENTED HUMAN

    2019 Screen Projector Mosquito Net (translucent) Optoma EH320UST 1920 x 1080 px 4,000 lm
  12. 12 Copyright 2019 ReverseCAVE Team. Implementation Virtual cameras in VR

    environment AUGMENTED HUMAN 2019
  13. 13 Copyright 2019 ReverseCAVE Team. Implementation Virtual cameras in VR

    environment AUGMENTED HUMAN 2019
  14. 14 Copyright 2019 ReverseCAVE Team. Implementation Virtual cameras in VR

    environment AUGMENTED HUMAN 2019 4 virtual cameras on player’s head Player Front Back Right Left
  15. 15 Copyright 2019 ReverseCAVE Team. Implementation Rendered result AUGMENTED HUMAN

    2019 HMD ReverseCAVE
  16. 16 Copyright 2019 ReverseCAVE Team. User Study 1 Degree of

    attention, attractiveness, enjoyment, and shareability
  17. 17 Copyright 2019 ReverseCAVE Team. User Study 1 Degree of

    attention, attractiveness, enjoyment, and shareability AUGMENTED HUMAN 2019 Purpose To evaluate the degree of attention, attractiveness, enjoyment, and shareability by comparing with previous methods Participants 10 participants | 21-26 years old
  18. 18 Copyright 2019 ReverseCAVE Team. User Study 1 Degree of

    attention, attractiveness, enjoyment, and shareability AUGMENTED HUMAN 2019 Conditions Procedure Simulated video game expo ReverseCAVE (Ours) First-person view (FPV) Chroma key 1. As visitors of a video game expo, walk around and observe the VR player who playing zombie VR game at each exhibition booth. 2. Evaluate and complete the questionnaires each visualization method.
  19. 19 Copyright 2019 ReverseCAVE Team. AUGMENTED HUMAN 2019 Degree of

    attention Q1. If you imagine that you were at a video game exposition, do you think that you would stop in front of the booth and observe the content of the VR game? 2.60 Result 1-1 Degree of attention 3.20 4.20 M First-person view Chroma key ReverseCAVE Significant difference **p < 0.01 Strongly disagree Neutral Strongly agree 1 2 3 4 5 **
  20. 20 Copyright 2019 ReverseCAVE Team. AUGMENTED HUMAN 2019 Attractiveness 3.00

    Result 1-2 Attractiveness 3.40 4.40 M *p < 0.05 3.20 3.90 4.30 Q3. Did you think that by using this visualization method, the contents of the VR game would be attractive (fun, interesting) to you? Q2. Did you feel that the situation of the demonstration of the VR game was attractive (fun, interesting)? Significant difference Strongly disagree Neutral Strongly agree 1 2 3 4 5 *p < 0.05 Significant difference * *
  21. 21 Copyright 2019 ReverseCAVE Team. AUGMENTED HUMAN 2019 Result 1-3

    Enjoyment Enjoyment 2.50 3.70 4.50 M 2.60 3.70 4.00 Q5. Did you think that by using this visualization method, the contents of the VR game will be enjoyable to you? Q4. Did you feel that the situation of the demonstration of the VR game was enjoyable? Strongly disagree Neutral Strongly agree 1 2 3 4 5 ** * **p < 0.01 Significant difference *p < 0.05 Significant difference
  22. 22 Copyright 2019 ReverseCAVE Team. AUGMENTED HUMAN 2019 Result 1-4

    Shareability Shareability 3.00 3.40 4.40 M 3.20 3.90 4.30 Q7. Did you want to share the contents of the VR game with others? Q6. Did you want to share the situation of the demonstration of the VR game with others (e.g., talk to friends, post on SNS)? Strongly disagree Neutral Strongly agree 1 2 3 4 5 p = 0.05 No significant difference ** **p < 0.01 Significant difference
  23. 23 Copyright 2019 ReverseCAVE Team. User Study 2 Shareability on

    SNSs
  24. 24 Copyright 2019 ReverseCAVE Team. Shareable…? Shareable…?

  25. 25 Copyright 2019 ReverseCAVE Team. User Study 2 Shareability on

    SNSs AUGMENTED HUMAN 2019 Purpose To explore shareability of each visualization method on SNSs by photo shooting workshop. Participants 12 participants | 18-24 years old *They did not participate in Study 1 Chroma Key ReverseCAVE
  26. 26 Copyright 2019 ReverseCAVE Team. User Study 2 Shareability on

    SNSs AUGMENTED HUMAN 2019 Conditions Simulated video game expo ReverseCAVE (Ours) Chroma key
  27. 27 Copyright 2019 ReverseCAVE Team. User Study 2 Shareability on

    SNSs AUGMENTED HUMAN 2019 Procedure 1. As visitors of a video game expo, participants walk around and observe the VR player who playing zombie VR game at each exhibition booth.
 2. Participants captured photographs of the situation in order to freely share them on SNSs as visitors at the video game expo.
  28. 28 Copyright 2019 ReverseCAVE Team.

  29. 29 Copyright 2019 ReverseCAVE Team.

  30. 30 Copyright 2019 ReverseCAVE Team. Result Sharing context AUGMENTED HUMAN

    2019 Chroma key ReverseCAVE Focused on the VR player Not eager to shoot the content Focused both on the VR player and the content
  31. Chroma key ReverseCAVE Included both the VR player and the

    TV display in the same frame, in front of the player. Taken from not only the front side but also the back side of the player. 31 Copyright 2019 ReverseCAVE Team. Result Variety of Shots AUGMENTED HUMAN 2019 With ReverseCAVE, variety of the viewpoints of the photographs was wider.
  32. 32 Copyright 2019 ReverseCAVE Team. Discussion

  33. 33 Copyright 2019 ReverseCAVE Team. Discussion Positives AUGMENTED HUMAN 2019

    Positive comments | Study 1 “I felt that it was difficult to completely understand the VR contents via the information from only the FPV or the Chroma key. On the other hand, I felt that the ReverseCAVE clearly informed me about both the player’s view and feelings, so this is better for understanding the situation.” “Usually, I feel strange in cases where the player wears an HMD, but I actually didn’t feel strange at all this time (w/ ReverseCAVE).” ReverseCAVE has an advantage in terms of sharing and visualization of the VR contents.
  34. 34 Copyright 2019 ReverseCAVE Team. Discussion Negatives AUGMENTED HUMAN 2019

    Negative comments | Study 1 “I think that the topic of the visualization method (ReverseCAVE) might come up first in a conversation. The topic of the VR content is not as likely to come up in a conversation.” “The visualization method (ReverseCAVE) may catch a great deal of attention and people might be not interested in the VR content very much.” ReverseCAVE is sometimes more prominent and more appealing than the VR contents.
  35. 35 Copyright 2019 ReverseCAVE Team. Limitations Limited play area AUGMENTED

    HUMAN 2019 ReverseCAVE requires the player to be enclosed within the translucent screens, the movement of the player is limited. Contents that require narrower spaces, such as games in video game expositions or advertisement demonstrations, are suitable.
  36. 36 Copyright 2019 ReverseCAVE Team. Limitations Lighting condition AUGMENTED HUMAN

    2019 ReverseCAVE requires a moderately dark environment in order for appropriate projection luminance to be maintained.
  37. 37 Copyright 2019 ReverseCAVE Team. Future Work AUGMENTED HUMAN 2019

    We will explore the transparency and open (non-screen) area of the surrounding screen to study how these parameters effect the bystanders’ impression. e.g., three displays and one open side We will conduct further user studies at real public spaces in order to verify that the results of the present work. Open side *Composited image for illustration purposes Demonstration at SIGGRAPH Asia 2017 VR Village
  38. 38 Copyright 2019 ReverseCAVE Team. Related Work AUGMENTED HUMAN 2019

    ShareVR [1] FaceDisplay [2] [1] Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, and Enrico Rukzio. 2017. ShareVR: Enabling Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users. In Proceedings of CHI ’17. pp. 4021–4033. [2] Jan Gugenheimer, Evgeny Stemasov, Harpreet Sareen, and Enrico Rukzio. 2018. FaceDisplay: Towards Asymmetric Multi-User Interaction for Nomadic Virtual Reality. In Proceedings of CHI ’18. Article 54, 13 pages. ReverseCAVE is non-participative approach. The interaction with bystanders is not so important in public VR context because they are not acquainted with one another in many cases at video game expositions. These work are participative approach.
  39. 39 Copyright 2019 ReverseCAVE Team. Let Your Wold Open CAVE-based

    Visualization Methods of Public Virtual Reality towards a Shareable VR Experience Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Junichi Suzuki Yoichi Ochiai Design of the ReverseCAVE system to address the problems of shareability in VR in public spaces. Implementation of a proof-of-concept of the ReverseCAVE to evaluate the feasibility of the design. Experimental evaluation of the performance of the ReverseCAVE in public spaces: ReverseCAVE were preferred in the context of sharing VR experiences in public spaces. ReverseCAVE motivated the participants to capture photographs with a wide variety of angles and viewpoints, and captured a higher number of photographs that included both the player and the contents.